Noob questions How to create maps??

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Post Reply
Jolly Joker
Posts: 23
Joined: Fri Jul 13, 2007 6:08 pm

Noob questions How to create maps??

Post by Jolly Joker »

I'm new to Irrlicht and my team has 2 members: My friend and I.
My friend is an architect and he knows how to use 3DS Max to create models, but he never used Max to create maps for games before. Me too.

So my questions are:
-Which tools/software do we need to build a map?
-What are the steps to build a map?
-What do we need to do to get it working with Irrlicht?

Please help!
Thanks in advance.
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Post by deesine »

Hi Jolly Joker,

I know from experience that a good workflow is essential for graphics, especially for the artist(s) in question :)

I will outline a couple of ways from the top of my head.

1) Build your meshes(props, buildings, etc) in 3ds max and export it to .3ds.
2) Use a "level" editor for placing these meshes, for instance irrEdit. And use it to create dark(light)maps for your level. Save as .irr.
3) Load the .irr file in your irrlicht program, you can check the tutorials for more info.

Another way would be to
1) create the outline of your map, walls, streets etc in a BSP program like QuArK or QeRadiant (GtkRadiant).
2) Import (not sure it's possible) your meshes.
Or 3) save the map from the BSP modeling software and load it in, for instance, irrEdit and place the rest of your meshes.
4) Save as .irr and load in your homebrew program.

You could of course just load the separate meshes into your program and place it via source-code or create your own editor.

Hope that helps to get you started.
Someone surely has other thoughts on this as well :)
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
Contact:

Post by Acki »

with 3DMax you can do this all in one (mayor) step...

1. create all the objects with 3dmax (ground, buildings, lights and other environtment stuff) and export it to the my3d format (exporter included to the Irrlicht sdk) and simply load it eith Irrlicht like any other mesh !!!
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Diego
Posts: 9
Joined: Sat Jun 30, 2007 11:06 pm

Post by Diego »

Dear friends and as and the account of collisions with .irr a map, help plz
Gothic, great game...
Jolly Joker
Posts: 23
Joined: Fri Jul 13, 2007 6:08 pm

Post by Jolly Joker »

Thanks for your quick and useful replies.
When I search google, I've found too many modeling tools and I'm so confused, some of the names are DeleD, 3D World Studio, Blitz Maplet, Freeworld,... Too many things to choose :) I will try exporting my maps to bsp or my3d because I didn't find a way to set camera collision in irr files :)
Anteater
Posts: 266
Joined: Thu Jun 01, 2006 4:02 pm
Location: Earth
Contact:

Post by Anteater »

DeleD is cool, but it's shareware and it's only really good for man-made environments. I use it for all my indoor scenes. Outdoor/natural environments are better suited for Blender in my opinion.
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Post by MasterGod »

deesine wrote:Hi Jolly Joker,

I know from experience that a good workflow is essential for graphics, especially for the artist(s) in question :)

I will outline a couple of ways from the top of my head.

1) Build your meshes(props, buildings, etc) in 3ds max and export it to .3ds.
2) Use a "level" editor for placing these meshes, for instance irrEdit. And use it to create dark(light)maps for your level. Save as .irr.
3) Load the .irr file in your irrlicht program, you can check the tutorials for more info.

Another way would be to
1) create the outline of your map, walls, streets etc in a BSP program like QuArK or QeRadiant (GtkRadiant).
2) Import (not sure it's possible) your meshes.
Or 3) save the map from the BSP modeling software and load it in, for instance, irrEdit and place the rest of your meshes.
4) Save as .irr and load in your homebrew program.

You could of course just load the separate meshes into your program and place it via source-code or create your own editor.

Hope that helps to get you started.
Someone surely has other thoughts on this as well :)
What Limitation does the .irr format have :?: , cause I see you recommend just saving everything as .irr and then load it..
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
Ico
Posts: 289
Joined: Tue Aug 22, 2006 11:35 pm

Post by Ico »

Irr is irrlicht's own scene format allowing you to save almost everything available within the scene - you don't have to convert anything then and loading is rather easy.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

Hi,

I just found out most of the mesh objects I created in Blender appear broken when loaded into the mesh viewer.

Someone wrote I need to setup a BSP mesh first.

So my question now is how do I setup a BSP mesh in Blender so they will not appear broken when loaded into the mesh viewer?

Thanks.
Post Reply