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diff --git a/pipermail/nel/2001-December/000789.html b/pipermail/nel/2001-December/000789.html new file mode 100644 index 00000000..b2e64aea --- /dev/null +++ b/pipermail/nel/2001-December/000789.html @@ -0,0 +1,100 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Landscapes without 3DSMax</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:corvazier%40nevrax.com"> + <LINK REL="Previous" HREF="000824.html"> + <LINK REL="Next" HREF="000785.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Landscapes without 3DSMax</H1> + <B>Cyril 'Hulud' Corvazier</B> + <A HREF="mailto:corvazier%40nevrax.com" + TITLE="[Nel] Landscapes without 3DSMax">corvazier@nevrax.com</A><BR> + <I>Thu, 13 Dec 2001 15:13:03 +0100</I> + <P><UL> + <LI> Previous message: <A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax</A></li> + <LI> Next message: <A HREF="000785.html">[Nel] Gamer question</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#789">[ date ]</a> + <a href="thread.html#789">[ thread ]</a> + <a href="subject.html#789">[ subject ]</a> + <a href="author.html#789">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Hi Paul, + +><i> I'm wondering if there's a way to build landscapes without 3D Studio Max. +</I>><i> That's some pricey software just to do level editing. Is anything +</I>><i> available, or being worked on? Or am I going to have to learn how to +</I>><i> rewrite the max plugins for Blender? +</I> +The NeL 3d library has several user level. + +Using the user interface (all u_headers.h in the 3d lib) of the library, you +can only +load and display a landscape. This level is used by the game developper to +abstract +the game engine from the technology implementation. + +Using the 3d lib at lowlevel (all the others header files) allow you to +quilckly create patches and +landscape zones. It is really simple to export some bezier quad patches from +Blender +(does blender have bezier patches ?) into a .zone file using a small plugin. +Simple C++ classes +are provided to "Builb" the ".zone" c++ objects. Then serialisation is used +to save them +in binary files. + +The hardest part is the patch painter that allow you to paint tiles, vertex +color and +displacement map over the landscape zone patches. At nevrax, this is done by +the artists using +a 3dsmax plugin (nel_patch_paint). If you can't use 3dsmax, you can perhaps +generate +the painting or rewrite a little ingame zone painter or why not, a blender +painter plugin... +You have to know that the painter algorithm that put tiles over the +landscape is not trivial at all. +If you are short on time, a good solution is to generate painting, as most +of the heightfield +landscapes do. + +The postprocess to weld the zones together and compute the lighting will +stay the same +as far as you generate ".zone" files. + +><i> +</I>><i> Paul +</I>><i> +</I>><i> _______________________________________________ +</I>><i> Nel mailing list +</I>><i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A> +</I>><i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A> +</I>><i> +</I> + +</pre> + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000824.html">Re[2]: [Nel] Landscapes without 3DSMax</A></li> + <LI> Next message: <A HREF="000785.html">[Nel] Gamer question</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#789">[ date ]</a> + <a href="thread.html#789">[ thread ]</a> + <a href="subject.html#789">[ subject ]</a> + <a href="author.html#789">[ author ]</a> + </LI> + </UL> +</body></html> |