Game Development Community

Playing With Blender Again.

by Christopher Evans · in Artist Corner · 04/08/2010 (9:11 pm) · 2 replies

I have an itch to make a simple solid space FPS with T3D. Something like halo meets splinter cell, with portal graphics.

My goal is to use blender, because it free and I know it. It been a while since I used blender and that was for TGE, so I suspect there are some changes. I am uncertain where to start, last time I looked into blender it was being taken care of by Joseph, but now it appears he has moved on to greener pastures.

So I have a few question that you guys can help me with.

1. First who is managing it and where is the latest exporter?

2. Are their any limitations that blender can't do, that T3D uses?

3. It seems that constructor is on its way out, can I use blender to make the levels (An old dream come true)?
a. How well does blender do for making buildings?
b. Do I need to do something special for buildings? IE have a flag to use polysoup or something?
c. What is polysoup?
d. Does it have optimizations mechanism like BSP and portal that I can use?


Any information will be appreciated.

Thanks.

#1
04/09/2010 (7:17 am)
1. Nobody. Exporter can be found at Joseph's site.
2. Not sure about getting any PhysX stuff working with it. Apart from that, I believe all is good.
3. Yes
a. It's fine
b. Submeshes for complicated objects (like a whole town as one model), or you'll get truncation if you have too many verts on a single mesh
c. polysoup is now known as "visible collision". You enable collision in T3D on the object
d. Not in Blender. T3D has zones and portals which do the sort of thing.

Also you can export as collada. Here's the hierarchy. Thanks to Gary Hoffman for working it out.

farm4.static.flickr.com/3262/3972904908_781d062598_o.png
#2
04/17/2010 (10:20 pm)
Thanks for answering all my questions. You Rock!