Re: Irrlicht, where to make ...
I'll do a quick comment <img src="/center/images/graemlins/wink.gif" alt="" />
The formats for objects (enemies and other animated stuff) that Irrlicht favors are .X and .MS3D, as it's really easy to use the joint/bone system of these. Quake BSP's are very efficient too, but I think you could use X-files for levels too.
I think Blender, Anim8or, GMax, 3DStudioMax and Milkshape has exporters for these. Building BSP-trees are a little more complicated though iirc, but can be done with radiant as someone suggested.
Re: Irrlicht, where to make ...
I'll do a quick comment <img src="/center/images/graemlins/wink.gif" alt="" />
The formats for objects (enemies and other animated stuff) that Irrlicht favors are .X and .MS3D, as it's really easy to use the joint/bone system of these. Quake BSP's are very efficient too, but I think you could use X-files for levels too.
I think Blender, Anim8or, GMax, 3DStudioMax and Milkshape has exporters for these. Building BSP-trees are a little more complicated though iirc, but can be done with radiant as someone suggested.
Re: Irrlicht, where to make ...
Autodesk quit distributing GMax, probably because they suck. (Don't get me wrong, I just mean they're greedy.)
I just use Blender. Once you get used to it, you can make things really fast.
Re: Irrlicht, where to make ...
Autodesk quit distributing GMax, probably because they suck. (Don't get me wrong, I just mean they're greedy.)
I just use Blender. Once you get used to it, you can make things really fast.
Re: Irrlicht, where to make ...
Blender is very FREE and small in size. It's fast and the community base is huge. http://www.blender.org http://www.elysiun.com
Re: Irrlicht, where to make ...
Blender is very FREE and small in size. It's fast and the community base is huge. http://www.blender.org http://www.elysiun.com
Re: Irrlicht, where to make ...
Blender is awesome. My GFX designers for my online game use it.
Re: Irrlicht, where to make ...
Blender is awesome. My GFX designers for my online game use it.
Re: Irrlicht, where to make ...
[]I'll do a quick comment <img src="/center/images/graemlins/wink.gif" alt="" />
The formats for objects (enemies and other animated stuff) that Irrlicht favors are .X and .MS3D, as it's really easy to use the joint/bone system of these. Quake BSP's are very efficient too, but I think you could use X-files for levels too....[/]
Animation:Master is a fantastic modeling and animation program.
http://www.hash.com
There is an exporter for it to the X format, and on the Hash forum there are several projects going, where they are using that exporter to go to the Torque game engine.
I have been using A:M for 7 years, so I could give some pointers... I am using A:M to model and animate characters for sprites to use in MMF2.
If it becomes possible to create 3D games in MMF2, then I'm sure that there will be many more A:M users looking to use MMF <img src="/center/images/graemlins/smile.gif" alt="" />
Re: Irrlicht, where to make ...
[]I'll do a quick comment <img src="/center/images/graemlins/wink.gif" alt="" />
The formats for objects (enemies and other animated stuff) that Irrlicht favors are .X and .MS3D, as it's really easy to use the joint/bone system of these. Quake BSP's are very efficient too, but I think you could use X-files for levels too....[/]
Animation:Master is a fantastic modeling and animation program.
http://www.hash.com
There is an exporter for it to the X format, and on the Hash forum there are several projects going, where they are using that exporter to go to the Torque game engine.
I have been using A:M for 7 years, so I could give some pointers... I am using A:M to model and animate characters for sprites to use in MMF2.
If it becomes possible to create 3D games in MMF2, then I'm sure that there will be many more A:M users looking to use MMF <img src="/center/images/graemlins/smile.gif" alt="" />