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Christmas is here...AGAIN! – LAVA

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
My parents let me choose my Christmas presents, and I want something that will further broaden my game development experience, so I have planned to get Milkshape, and a new mouse. And I am thinking of getting a Map Editor, which would be a good one? I need one that can lightmap, make terrains, import existing models, and export in at least 3DS. I am open to any suggestions. Price would have to be at $100 or lower.

Ay suggestions?

Many thanks

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[This message has been edited by LAVA (edited November 21, 2006).]

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Why 3ds? Hmm... I'd recommend T.Ed but it does not export .3ds it exports .x and native .b3d http://www.d-grafix.com/?page=ted demo there

Milkshape?!? :O
Have you ever tried gameSpace? Sometimes it goes on sale for $150 which is worth it for what you get. If you register for the gameSpace demo they will send you an email with an exclusive monthly deal offer. http://www.caligari.com/gamespace/ If you never worked with gameSpace or trueSpace before, there are some really good video tutorials on how to make an elf at www.3dbuzz.com

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Well 3DS is commonly used, but if it uses B3D that's even better.

Milkshape will do what I need. I need a basic modellor that can do animation and export into B3D, and it's uber cheap.

I will consider TED, I tried the demo, but the interface was a little restraining and slow (even after disabling the sky and water), is there a way to fix this?

I'll check out Gamespace too.

Thank you

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[This message has been edited by LAVA (edited November 22, 2006).]

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
I think .x is a bit more common than .3ds but it all depends on what you are using it for. Some rendering engines will use .3ds while others wont but most seem to import .x

As for the slow interface, no I haven’t had any issues one way or the other. Maybe you are slim on RAM or VRAM?


The price, eh? Well I mentioned gS since you were requesting a terrain editor for about $100 but T.Ed is $30 usd which would allow more resources to be put into a modelling package which you will appreciate more down the line. The major downside with milkshape is that it has no Boolean functions. So you cannot add, subtract or intersect using Boolean operations. gS also exports .b3d and the .b3d animations work well, too. The demo exports .x which is great for the price, free! …though there are other limitations on the demo.

Other than that I’d recommend Silo @ $100, it is very much like Wings3D but it has Boolean operations, though it does not have any texturing tools or animation.

If you are not sure what Booleans do, lets say you make a model of a house with an interior and exterior. Instead of spending hours trying to make holes for the windows and doors, you would simply create a cube, place it where a window would go and run a subtraction on it which would leave a perfect window hole in your model. Many things can be done with Booleans

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
And .X is faster.

Yes, I have used Booleans. I used Strata quite a bit before I found Wings, it used Booleans.

What I plan to do is make my models in Wings, (which doesn't use booleans BTW). And then export into Milkshape, animate and then export into B3D to Blitz, a little bit long of a process, but eh. I am used to that sort of thing. But GameSpace is still in consideration, and I'll look at Silo, I prefer Wings than most modelling programs, but I am open minded.

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Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
If you are just looking for an animator, than you may want to check out fragmotion. It does .b3d exports very well. It’s mainly an animation package but it does other regular modelling operations as well. If you have checked out Leathels site, Foundations of Hope, that is what he is using for all his characters from modelling, skinning to animations www.foundationsofhope.com


You only have a month to decide? lol good luck! These are just my recommendations amoung a list of many choices out there.

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
quote:
Originally posted by LAVA:
My parents let me choose my Christmas presents, and I want something that will further broaden my game development experience, so I have planned to get Milkshape, and a new mouse. And I am thinking of getting a Map Editor, which would be a good one? I need one that can lightmap, make terrains, import existing models, and export in at least 3DS. I am open to any suggestions. Price would have to be at $100 or lower.

Ay suggestions?

Many thanks


Terragen can generate both height maps and terrain textures however it doesn't generate a model file from what I know. However all you need is the height map(gray-scale image) and a texture map. Most games/engines generate the the terrain at runtime or use engine specific terrain. In both cases they will only ask for a height map and a texture map.

You can also use Terragen to generate skyboxes.


T2 is a free tool that generates texture maps and 3DS models. It doesn't generate hight maps and it has a few bugs here and there but overall it's very good tool to get started. I used T2 to make the terrains in DreamCity.
http://www.toymaker.info/html/texgen.html

I wouldn't spend money on a terrain generator. You can generate the height map with the free version of Terragen and use another free program(i.e T2) to make the texture map.

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My projects page

'As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety.'
The Humanitarian Theory of Punishment
by C. S. Lewis

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
I have terragen, it just exports a native .tgw file, I have many terrain tools. Some use it terragen for heightmaps. Another worthless but really fun terrain generator is L3DT. Definitely worth playing around with, but for most projects it's still worthless. The guy who owns the project is looking to make a .x data exporter for it though, someday, but for now if you export in the existing .x ascII you may get a 1GB file hehe

Amusing thing is that .tgw will import/export into L3DT, then you can export... forget the format... to Bryce in which you can export to .3ds or into .obj which can be imported into DeleD and exported into .b3d!!! ...well what's left of it at least

Yeah, don't worry about generators or even height map tools, a good terrain editor is the best thing to work with. http://www.blitzbasic.com/toolbox/toolbox.php?cat=7

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
Basically you have two options when creating a terrain: a)use a mesh that you made in a modeling program or a terrain tool that can generate meshes or b)use a height map (and a terrain texture that matches the height map).

If the engine/game you're working with doesn't accept height maps and you can't add a terrain engine of your own then using models in the only option.

However most engines (Torque, Irrlicht, Ogre, OSG, etc.) use height maps to generate terrain. You can also add your own model in any of these engines and use it as terrain however using a height map has several advantages: The most important one being the terrain LOD. Usually height map built terrains have progressive detail reduction, that means that as the distance from the camera increases fewer triangles are drawn. That gives a noticeable speed increase and you can't do that with models. Another advantage comes when you want to use paging for your terrain since most terrain paging managers use height maps.

Now I agree using a terrain format that is commonly accepted by most engines would be the best way. Problem is there are no commonly accepted terrain formats yet. Each major program/game uses it's own terrain format. So for now the only viable options are the ones I outlined above.

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My projects page

'As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety.'
The Humanitarian Theory of Punishment
by C. S. Lewis

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Well I mentioned .b3d complaint editors since he does use BlitzBasic and I'm sure he would like to take advantage of blitz terrains since they are very nice. I really like the blitz native layered terrains for games, the VRAM requirement is low while allowing for well detailed maps. Blitz terrain editors offer export to other formats as well, they will generate a colormap to use on your mesh or with your heightmap but of course this looses the layered look that blitz native terrains offer and do so very well. You should download the T.Ed demo and take a peek at the two included b3d terrains, they are very nice.
Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
I considered making terrain through modelling, but that would be alot of work for me.

I can use Blitz maps, they do work very well, but I want to lightmap them, and make my terrain where my models are, so I can taylor the map to my models.

I am thinking of going with TED. Being that you are someone I know that uses Blitz has used TED and said it worked for you, and even more advanced programs do not do what I want, which TED seems to work the best the way I want.

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[This message has been edited by LAVA (edited November 22, 2006).]

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Sure, I do terrains in regular modelling programs as well. Not so much for wilderness type terrains since it is much easier to use a terrain editor (which is a modelling program in its own right) but for town terrains I have been using DeleD mostly so far. This is so I can make pathways, grassy sections, ponds and anything else I want to put a great amount of detail into and with no limitation on the amount of different textures I may want to use. Such as with this basic scene I did the terrain in DeleD. I also have made a terrain that takes 40 minutes to run from one side to the other, it took a long time to create even though it is a desert terrain. Doing the same thing in a regular terrain editor takes far less time.

Here is a flash movie for anyone that missed this post before
http://s111.photobucket.com/albums/n159/l33tace/?action=view¤t=coffeehouse.flv
It's two sections, exterior and an interior. Something like 20MB if I remember correctly. I'll eventually make some better movies inthe coming months, mostly terrains since my mini-mmorpg project is mostly outdoors. This video is from my main project.


Oh, here is another terrain video I happen to have uploaded already. It's very old and is the inside of a dungeon. Actually I made it by taking/making the heightmaps from Ultima Online for the Dungeon Shame level 1 and made my own rendition of the dungeon. I have no plans to actually use it in a final game but it's an interesting video, and the dungeon really didn't take long to construct (though baron). 8MB right-click and save as..
http://www.s92544685.onlinehome.us/stuff/dungeon1ev.wmv
DX7 lighting :P

[This message has been edited by Faith_Warrior (edited November 22, 2006).]

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Can DeleD make terrains?

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Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Actually, you could create a terrain with Wings3D, it's just not easy, I tried. I was having a lot of problems with stretched UV mapping since it was a natural terrain with rolling hills. It's not easy though because Wings3D and DeleD do not allow for Patch Modelling. UV mapping is much easier in DeleD though, it also allows for tiled textures which reduces any signs of stretching.

So without patch modelling, you are forced to move each vertex or face independently, were as with patch modelling all the surrounding vertices will morph along with the one you are moving. Most of the non-free modellers allow patch modelling so it's much easier to get smooth terrains, but in the case of making a city or town tile/area terrain, you have more ridged geometry which is much easier to manipulate and can be done with most any modelling package.

Good terrain editors are nothing more than specialized modellers, they simply focus on patch modelling functions. This is nice though because it keeps the modelling package at a low cost compared to regular modelling programs while including more specific tools for the task. Best of all, they allow for painting on of the textures, this saves so much time and adds far more texture detail than what is often offered with traditional modelling applications.

Oh, and I forgot to mention, that dungeon terrain was a regular blitz terrain, I simply pancaked two terrains together and inverted the ceiling.

[This message has been edited by Faith_Warrior (edited November 23, 2006).]