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3 Dimensional Chat / using max to make levels

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wednesday
21
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Joined: 13th Apr 2003
Location:
Posted: 14th Apr 2003 05:31
i know this issue has been discussed in these forums for a while now, but i just wanted to clarify a couple of things.

someone mentioned in a previous post that they're preferred method for making levels would be to construct it in max then import it into dbpro.

this would be my preferred way too. using this method would it be possible to set up level of detail and occlusion in the game using dbpro? if so, would the coding be too intense to bother considering this route?

the alternative (for me) would be using hammer or quarke to make the levels, but i would prefer to use max if possible.

any guidance would be appreciated.

please note that i'm not after any code; i'd be happy to figure it out for myself, i just wanted to know if i'm on the right track.
CorruptionsMyth
21
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Joined: 12th Apr 2003
Location: United States
Posted: 14th Apr 2003 06:11
what are these programs because i have been having problems using matedit and magic world

Shadow Robert
21
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 14th Apr 2003 06:25
well there is a great DLL (i forget the name and site lol) which checks the collision within DirectX objects and performs this task quite fast ... now if i can remember the name of it i'll let you know but basically it takes alot of the headaches out of level creation.

i'll get back to you as soon as i remember

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
wednesday
21
Years of Service
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Joined: 13th Apr 2003
Location:
Posted: 14th Apr 2003 07:34
no worries. there's no rush, in the end i'll probably try both ways and see which one i like the best.

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