Where can i learn how to make Levels?
by Jose · in General Discussion · 09/14/2005 (10:19 am) · 6 replies
So far i always make characters. I think there must be many things to take care when making levels. But so far i know nothing about them.
Where can i get info of this?
Btw i use 3dsmax.
here's my homepage www.jose.indiepath.com
Where can i get info of this?
Btw i use 3dsmax.
here's my homepage www.jose.indiepath.com
About the author
#2
PS: Sorry to hijack the thread.
09/14/2005 (12:25 pm)
Got to agree. That's some nice work. I like the visual style you picked for "Guy", "Girl", and "Jenna". Ever done any sci-fi themed work?PS: Sorry to hijack the thread.
#3
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3983
www.maple3d.com/
www.garagegames.com/mg/forums/result.thread.php?qt=32691
I like to edit buildings and structures in 3dsmax using GLB, export to map, open in quark, add textures and portals and LODs, then export to DIF using map2dif plus... then put it into a torque mission after editing the terrain with the Mission Editor.
BOOKS
"3D Game Programming All In One" (by Kenneth Finney) has a chapter on making structures (levels/buildings) in Quark and exporting the .map file to a Torque DIF file... It only covers the extreem basics, but is a good introduction if you don't know where to start. He makes a one-room building and a bridge in that chapter, step by step from installing Quark to placing the building onto a Torque terrain. In the next chapter he covers how to make Torque terrain using the Torque Terrain Editor, a simple skybox (cloud textures), and some environmental effects like lighting, fog, rain, and water (lakes, rivers). Again, he doesn't cover everything in the world, but you'll come out knowing the basics and learn enough to know what to look for in future learning.
In his 2nd book "Advanced 3D Game Programming All in One" (buy 'em together to get 'em cheaper), he covers making several levels of detail for DIF buildings/structures. He gets into some additional critical performance techniques like adding portals. He gets into detail on various types of lighting, etc.
See the resources on these books for more info...
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5638
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8600
www.garagegames.com/news/8698
GARAGE GAMES and OTHER WEBSITES
If you don't want to buy the books, here's the WWW resources I like...
Quark Video Tutorials:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7733
Quark for Torque : Setup Guide under Quark4Torque; Infobase includes tutorials in intro to Quark, Making a Map,; and more under the "Tutorials" link...
holodeck.st.usm.edu/vrcomputing/vrc_t/
Chapter 4 of the Torque Documentation for the Mission Editor (editing terrain, etc).
[url] http://www.garagegames.com/docs/tge/general/ch04.php [/url]
Chapter 9 of the Torque Documentation for exporting from quark to DIF: www.garagegames.com/docs/tge/general/ch09.php
QuArK Resource:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1725
Forum Threads on Mapping:
www.garagegames.com/mg/forums/result.forum.php?qf=45
09/14/2005 (8:02 pm)
3ds max users MUST have Game Level Builder (max scripts from maple3d)... I only have free version 2 right now, but, of course, the non-free version 3 is better. It has some documentation to help you set it up and figure out how it works. You'll need map2dif to get it into torque after creating the map file using GLB in 3dsmax. However, go using map2dif plus will avoid headaches when exporting....www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3983
www.maple3d.com/
www.garagegames.com/mg/forums/result.thread.php?qt=32691
I like to edit buildings and structures in 3dsmax using GLB, export to map, open in quark, add textures and portals and LODs, then export to DIF using map2dif plus... then put it into a torque mission after editing the terrain with the Mission Editor.
BOOKS
"3D Game Programming All In One" (by Kenneth Finney) has a chapter on making structures (levels/buildings) in Quark and exporting the .map file to a Torque DIF file... It only covers the extreem basics, but is a good introduction if you don't know where to start. He makes a one-room building and a bridge in that chapter, step by step from installing Quark to placing the building onto a Torque terrain. In the next chapter he covers how to make Torque terrain using the Torque Terrain Editor, a simple skybox (cloud textures), and some environmental effects like lighting, fog, rain, and water (lakes, rivers). Again, he doesn't cover everything in the world, but you'll come out knowing the basics and learn enough to know what to look for in future learning.
In his 2nd book "Advanced 3D Game Programming All in One" (buy 'em together to get 'em cheaper), he covers making several levels of detail for DIF buildings/structures. He gets into some additional critical performance techniques like adding portals. He gets into detail on various types of lighting, etc.
See the resources on these books for more info...
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5638
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8600
www.garagegames.com/news/8698
GARAGE GAMES and OTHER WEBSITES
If you don't want to buy the books, here's the WWW resources I like...
Quark Video Tutorials:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7733
Quark for Torque : Setup Guide under Quark4Torque; Infobase includes tutorials in intro to Quark, Making a Map,; and more under the "Tutorials" link...
holodeck.st.usm.edu/vrcomputing/vrc_t/
Chapter 4 of the Torque Documentation for the Mission Editor (editing terrain, etc).
[url] http://www.garagegames.com/docs/tge/general/ch04.php [/url]
Chapter 9 of the Torque Documentation for exporting from quark to DIF: www.garagegames.com/docs/tge/general/ch09.php
QuArK Resource:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1725
Forum Threads on Mapping:
www.garagegames.com/mg/forums/result.forum.php?qf=45
#4
09/17/2005 (9:22 pm)
What about using Quark?
#5
09/19/2005 (10:43 am)
What about using DeleD - www.delgine.com
#6
09/19/2005 (12:04 pm)
@Jeroen: There is an exporter for Deled. It seems to be in an early development state, however.
Torque 3D Owner Adam
Adam deGrandis
Typically, levels are a combination of Torques terrain system, dts shapes for detailed objects like foliage, light fixures, etc, and difs for buildings and other architectural shapes, which are created with programs like Quark, Hammer, or Cartography Shop.
Nice portfolio, by the by. :)
edit:link error