PlaneShift
Gameplay => General Discussion => Topic started by: XiraArien on August 26, 2004, 05:32:26 pm
-
A bit about myself: I am a 25 year old college grad, degree in moleculr biology with a Very strong background in computer programming.
I have experiance in content creation, programming, and minor experiance in 3d modling.
My intrest in this project is as a content creator. I wish to help you build this world.
I have created PWs for Neverwinter Nights, modded Morrowind, Doom(1&2), Counterstrike, Arcanum, and several other minor projects.
It will need to work like this, you send me your world creation tool and I will create areas and quests for you(If quests are supported in the creation tool, if not prehaps I can add such funcationality). I can work from a blueprint, or create my own content.
Hope to hear from you soon-William Gray
-
We don\'t really have a \"world creation tool\".
We use normal moddeling programs for the maps and a webscript for the in-game stuff like NPCs / Quests
The best thing would be if you could come online on IRC (#planeshift at irc.freenode.net) and speak to Talad
-
Post or PM me a link to your NWN works. I can take a look at that, at least.
Send you our world creation tool? Maybe you should do a bit more research before making assumptions. We\'re not quite far enough along to have a proprietary level creation toolset like NWN. You want to do level design? With us, you\'ll have to do it the hard way. Send Talad an e-mail with all the required info (details here (http://www.planeshift.it/helpus_recruit.html)). He currently has a huge backlog of applicants to go through, so be patient.
-
kind of wondering.
what do/did you guys use to build the world?
-
I think many (if not all) of the modellers and mapmakers are using 3DSMax, there are pretty good 3ds->CrystalSpace converters from what I understand.
-
a world creation tool would be totaly unnecessary, that programing time could goto something usefull. the world building isnt like building blocks like NWN, if you have used worldcraft (CS maps), its more like that.
-
3ds Max? that\'s like $1000+. any ideas on something cheaper but useful? I\'d like to get some practice and maybe even contribute to the game content once i get some skills, but my disposable income isn\'t quite that high.
-
I have heard tell of a blend2cs converter for blender files. Blender is a free modelling program.
some other level editors that I can think of (not sure, maybe you could convert the files made by them into 3dsmax files and then export?)
GTKRadiant
Quark++
But I think blender may be your best bet.
josePhoenix
-
Originally posted by Dalhamir
3ds Max? that\'s like $1000+. any ideas on something cheaper but useful? I\'d like to get some practice and maybe even contribute to the game content once i get some skills, but my disposable income isn\'t quite that high.
There is GameSpace. It\'s a $300 package and holds up pretty well against 3DSMax, Maya, and all those other outrageously priced packages. As a modeller, it\'s really very good. There is also a free version called GameSpace Light, which is the same thing except it has a 650 poly limit.
GS does have a few quirks. It\'s UVE is awful (most users of GS use a third party program like UU3D ($25)for UV mapping), and there are some issues with bones. Caligari is addressing these issues (and a few other minor things) and will have them \"fixed\" in GS 2 (which is coming out \"when it\'s ready\").
http://www.caligari.com/gamespace
HTH,
Ron
-
Well that\'s too bad. I don\'t mind useing worldcraft at all, but if you are useing an expensive propritery 3d modleing tool to build your world(I heard mention of 3dsMAX) that is expensive, I would not be able to take part in the project.
Is there something (free) that could be used in place of 3dsmax?
-
As previously mentioned, it is possible to use Blender (http://www.blender3d.com) to model worlds for the game. There is an exporter for blender called blend2cs (http://projects.blender.org/projects/blend2cs/), which is constantly improving.
From newspost by Jorrit on Crystal Space site:
The Blend2CS (http://projects.blender.org/projects/blend2cs/) project is working VERY well for CS and seems to be one of the best supported ways to make CS levels (aside from 3dsMax which is also supported very well through the exporter script we have in CS). I\'m also now actively working on Blend2CS to improve it where I can. You can download a windows binary of Blend2CS here (http://ftp://sunsite.dk/projects/crystal/crystalcore/blend2cs.exe).
-
Don\'t forget about Wings3d - the user interface is much quicker to learn than blender\'s, although it is a simpler program best suited to low-poly modelling IMHO. Oh, and it\'s free. If you don\'t have the patience to learn Blender, give it a try. (But you probably won\'t be building worlds with it)
-
Originally posted by kastirin
Don\'t forget about Wings3d - the user interface is much quicker to learn than blender\'s, although it is a simpler program best suited to low-poly modelling IMHO. Oh, and it\'s free. If you don\'t have the patience to learn Blender, give it a try. (But you probably won\'t be building worlds with it)
That\'s exactly what the Crystal Core team is using Blender for: building levels. It works VERY well for that purpose.
Greetings,
-
Ooops, I didn\'t proofread my post - I meant you won\'t be building worlds with Wings3d. It came out all wrong. Yes, blender is a very capable package and I wish I had the patience to learn it. Sorry for the confusion.
-
there s still the solution to make the meshes and uv maps in wings and export to blender or 3dsmax then to cs/planeshift