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3 Dimensional Chat / Integrating Level Building and Scripting into existing 3d animation programs

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Redmotion
21
Years of Service
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 9th Jan 2006 11:44
Recently we've seen a welcome move towards external scripting for controlling level interaction/gameplay, as it removes the need to recompile the engine to view changes.

I've only just noticed LUA (I've been away for a while), but I have been toying with the idea of writing a level design/3d assets and script export plugin for Softimage/XSI v5 + DBPro(or any other 3d engine that use direct X files and LUA) for some time now.

It would allow the writing and export of scripts/assets for level design/creation, actor/AI node placement, collision/triggers, static/interactive scenery, story, actor interaction/dialogue/cut-scene triggering. This would massively reduce the work required to get complex games up and running. (There would be no bias towards any type of game and it would be open enough to work equally well with 3rd person platformers and FPSs).
Lastly, it would be free.

XSI is so easy to customise, it just seems pointless to me, to have to program my own level creation builder (theres at least 30 betas on the forum now!) from scratch or use 10 seperate programs if I can do it all in an existing one (including the script creation/game testing).

Anyone got any thoughts or comments about this?

PROJECTS:
All unfinished - to be released as retro titles in 5 years time.
Joh
20
Years of Service
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 9th Jan 2006 14:19
It is a cool idea. Quite a few developers have in-house tools that work with their 3d applications. I've used a level layout and mission builder tool made in 3dsmax using maxscript. The only 2 drawbacks that I can see with this approach is, one, the rather high cost of some of these apps.
Quote: "XSI is so easy to customise, it just seems pointless to me, to have to program my own level creation builder ........... if I can do it all in an existing one (including the script creation/game testing)"

I take it that you would do this in XSI, and you would need to XSI to use the tool? Pretty much putting it beyond the reach of many users? Its not as expensive as some of the others, in fact as a proffesional tool it is very affordable but as a bedroom/indie developer or hobbyist, might still be a little much.

- Which is why many try to develop their own tools.

The other thing that may be an obstacle is that there may be some limitations in the application that you'r building on. I've never used XSI so I can't give an opinion. But like the tool I used in Max, it was limited. This is because, these applications cater for so many other things, and have all kinds of systems in place that it often bogs down what is needed for gamedevelopment. For example, one of the guys from DICE said they did look at developing some tools with Max, but canned the idea because it couldn't handle the amount of polygons that they wanted to throw at it, and other real time stuff. Which is why they opted to create their own, cleaner,leaner and meaner.

- Which is why many try to develop their own tools.

Building a tool as you suggest (with all the features) would be a mean task in DBP alone, but extra tools like UNITY or DarkScript may make a difference.

Another option would be to look at some other tools, like Fragmotion which has LUA scripting and is extremely affordable.

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