3D Level Format

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3 comments, last by time_101 21 years, 3 months ago
Moved this to here: http://www.gamedev.net/community/forums/topic.asp?topic_id=131532 okay, i have a question for the gurus. maybe it's been answered, but tragically the search feature has been disabled and i'm not that patient to search throught hundreds of posts. sooo.... I'm working on a game with some friends in my spare time, we have most of our design done and are preparing to start programming (website will be up sometime over break). Anyways, i'm trying to figure out a level format for our game. We want both indoor and outdoor environments. The graphics aren't going to be cutting edge by any means, Everquest quality, maybe a bit better with the terrain engine (it's our first time doing anything this scale, and this in-depth, so we're keeping our expectations real). I'm trying to figure out a format for the levels (zones in our case, mmorpg, and we don't want to deal with a continuous world right now). There's not much documentation on these things that really answers the questions i have. I understand octtrees and am starting to get BSP trees and ROAM. I'm thinking about writing an exporter for 3ds max to do it all using maxscript. I want to make a pre-made library of map objects to import into the maps. Indoor maps i figure can be just one large BSP object. Outdoor terrain can be represented by a large greyscale bitmap for heights of a mesh with some sort of LOD, and the map objects loaded in at particular points as exported. If i wanted to make a texture library (one big file of textures, the header of which is just file names and offsets to postions where the images actually begin, something like that, is there an easy way in max script to be able to load this into max and have it usable to assign textures to the map and map objects? How to do interactive objects like switches or doors i figure can be done with a scripting language (yet to be determined) and object properties as entered into 3ds max. Yes, i have the Gamasutra paper "Case Study: Using Max Script for building Game Levels" and i'm reading through it all, i'm looking for other perspectives and ideas in addition so i can make more informed choices about things. Anyways, it's not very well thought out yet, i know. these are just the nightmarish questions that haunt my dreams at night. I'm probably completely off base with a lot of stuff. If anyone has any insight into how they've implemented levels, or reference to any good tutorials/resources, it would be much appreciated. [edited by - time_101 on January 3, 2003 4:18:06 AM]
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hate to do this but... bump.
quote:
If i wanted to make a texture library (one big file of textures, the header of which is just file names and offsets to postions where the images actually begin, something like that, is there an easy way in max script to be able to load this into max and have it usable to assign textures to the map and map objects?


I don''t know much about Max scripting...but would it be possable to just store the raw textures (.BMP,.JPG,etc..) in a single folder that the level designers use...then when exporting the level, just grab the "texture source file" flag (or whatever Max uses to store info about where the texture came from)...and convert (or just copy it) to whatever property you will need to extract the texture from your texture library file...then you can just write a simple app to combine all the textures in the folder into your library once you are far enough along that the textures are finnished...then just set a switch in your engine that indicates if it is to pull textures from the library file or the folder that the mappers are useing.
I think you picked the wrong forum. For Beginners is usually for really really new newbies and very basic questions. So, an answer to your question may be forthcoming, but it might take a while.

I can''t really answer your question because I have yet to make a complete 3D game
Thanks MSW and micepick for taking the time to respond. i probably did post to the wrong forum. I''ve been programming for about 6 years now in lots of languages (c/c++, java, assembly, php, perl, typical stuff taught in college) done a few simple games, but a newbie at starting anything this big or complex, but hey, gotta jump in sometime. I''ll wait a few more days before asking this on the Game Programming forum, see if anything else comes in, think things out some more. I like MSW''s idea, sounds easier than my original texture idea.

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