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3 Dimensional Chat / Level building?

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M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 14th Dec 2003 20:15
Howdy. Anbody know how levels are made in commercial games? They cant all be BSP, and yet most run really smoothly... What about games like Morrowind? How were the landscapes/towns/scenery made in that?

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james1980
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Joined: 18th Sep 2002
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Posted: 14th Dec 2003 20:26
these days the pros use maya,3dsmax & others and they probly use the native file extintion(.mb, .ma, .max, etc...) rember they use C++ you can do pertty much anything with that language even use modifiers like meshsmooth, subD so who knows.
I think nintendo & sega use maya's sdk in the games.

Nintendo will rule again.
soon very soon.
M00NSHiNE
21
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Location: England, UK
Posted: 14th Dec 2003 22:19
thanx for that james, but more specifically I mean how are they put into games and kept so smooth? I mean if we load a level thats just a single .x mesh, the program would slow to a crawl, yet most commercial games seem to have single mesh levels (either that or the seams are VERY well hidden) that run fast and smooth. Anyone know how they manage it?

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elVee
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Posted: 15th Dec 2003 02:57
Morrowinds landscape and dungeons/buildings/etc are divided into cells, so it only loads it when it has to. So it doesnt load the whole map, only areas it needs too.
james1980
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Posted: 15th Dec 2003 04:57
depends on how they make the game engine and on how far the camera can see & how much of the back ground is in view and a lot of other stuff like how they made the track in ssx3 where you can go down the whole moutain in less than 30 minutes it's hard to say how but it's the game engine.

Nintendo will rule again.
soon very soon.
M00NSHiNE
21
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Location: England, UK
Posted: 15th Dec 2003 10:35
ok cheers

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JeroenNL
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Posted: 15th Dec 2003 14:29
There are lots of different techniques to make walking through a level go smoothly. BSP (Binary Space Partition Tree) is just one of them. Other possibilities are portals which involve breaking up the level into sectors. In fact, all (if not most) of these techniques break up a level into smaller pieces (sometimes as small as a single polygon) and putting those pieces into a clever internal format. All in all, it's a programmers thing....

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
M00NSHiNE
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Location: England, UK
Posted: 15th Dec 2003 19:59
Thanks JeroenNL, do you know any more? Like how to code it for example? Cheers again

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JeroenNL
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Posted: 15th Dec 2003 20:45
I have coded a portal 3D engine a few years ago in Turbo Pascal and I've studied the BSP technique in detail too some time ago. Haven't created an engine with it though. I am, however, creating 3D game tools together with a friend of mine (Paul-Jan). I code a 3D modeller (Deled) and Paul-Jan is coding a 3D engine from skratch. All in Delphi right now (who says everything has to be in C++... ). Feel free to visit the website in my sig for more info. Other that that, there are tons of tutorials on 3D engines on the internet. Try www.gamedev.net and www.flipcode.org for example.

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
james1980
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Joined: 18th Sep 2002
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Posted: 16th Dec 2003 02:14
JeroenNL your good!

Nintendo will rule again.
soon very soon.
M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 16th Dec 2003 10:43
Cheers, I'll check it out

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