Best/most practical format for levels?
Posted: Thu Aug 23, 2012 7:50 am
I'm making a first-person grid-based dungeon crawler like Wizardry, Bard's Tale, Dungeon Master, etc. I'm looking for advice on what would be the most practical program/format for levels.
They'll be mostly indoors and won't be all that complex. All I really need is basic level geometry (remember, grid-based) and some decorative static meshes.
I've dabbled in making levels for Quake, Unreal, and Source and also in Blender. I tried Irredit/Coppercube and didn't like it at all.
So far for my simple test program I'm using Blender scenes exported to Collada and then imported. I'm having problems with the textures loading and I'm not sure if Blender is really well suited for game levels.
Also, do Quake3 format levels support modern things like bump-mapping?
They'll be mostly indoors and won't be all that complex. All I really need is basic level geometry (remember, grid-based) and some decorative static meshes.
I've dabbled in making levels for Quake, Unreal, and Source and also in Blender. I tried Irredit/Coppercube and didn't like it at all.
So far for my simple test program I'm using Blender scenes exported to Collada and then imported. I'm having problems with the textures loading and I'm not sure if Blender is really well suited for game levels.
Also, do Quake3 format levels support modern things like bump-mapping?