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Scarfy

How do you make your 3D worlds?

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I'm currently making a 3D game (having written 2D games for years) and I'm just wondering how people here tend to build their 3D worlds... Do you guy tend to make up your own format for rendering your world or do you take an existing format, such as Quake 3 maps, and load those? I figure the former would be a lot harder, but you'd end up learning more. The game I'm currently making a 3rd person action adventure type affair, so I'm looking in to how to do sectors for things like bridges, hills, etc. Any pointers?

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Are you the Scarfy who wrote Metal Blob Solid? I see that you are. Rating++

Most of my 3D games are built out of a 3-dimensional tile map (with cubes as solid tiles), or a heightmap representing the height of vertices in terrain. Other people use polygonal maps like the Quake series.

For my purposes, I just need tile-based maps (with some fully modelled "props" loaded in from external .X files -- bridges, signposts, etc) but triangle based maps aren't hard. I think Nehe had a guide to it somewhere.

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I'm making my own format, my map compiler takes in an editable level from Q3radiant (quake3 level editor) and outputs the level in my own format. After working on it for almost a year I'm not so sure if it is worth it, although It did help me learn a LOT of 3d math which will be very useful in other areas of game programming.

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Quote:
Original post by Ravuya
Are you the Scarfy who wrote Metal Blob Solid? I see that you are. Rating++


I sure am! After years of the 2D stuff I'm taking the first scary steps in to the world of 3D and OpenGL! :o

Hmmm... a tile map with different heights, etc, could work actually. That's something I could look in to.

Cheers matey :)

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Which engine are you using?
What you could do is first use one of the tools mentioned to create the terrain... and then use a real-time console to load and position bridges, roads etc (thay can be textures as well)

-Zubair-

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I am working on a 3d editor for both windows and linux however I have hardly time to proceed.

I once got a version up and running however I decided to redo it with a gamedev library I have developed especially for this purpose


If you don t want to hassel with the tool creation part I suggest you use gtkradiant and maybe add you own mapformat
you can download the source from

www.qeradiant.com

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