I would like to create my maps in wings and import them to dim3 via obj. I decided that this would allow far greater flexibility with things that are integral my map designs. For instance, by 3d modeling the maps I can create an object in wings, such as a building, then use it in multiple maps. Instead of creating terrain with primitives, I can build a library of buildings, scenery, and terrain that I can put in any map. I know that this is how many proffesional games work. Take America's Army for instance. There is a desert gateway that makes an appearence in about four different maps.

And there are a couple abandoned cars that show up in several maps as well.
I have only one big question....
How far can I trust the obj importer. I've heard it has some problems, could I build a forest in wings? Or would I be stuck with simpler imports?
you could make these objects (buildings, trees, cars) appear by using copies of the tree script.
but you won't be able to enter them.
It would allow very detailed maps using only segments, that is quite attractive to me.
Using spots to spawn scenery objects is fine for some things, but the scenery objects are only treated like boxes. I would have a much better time importing an obj directly than importing it via a model and spot.
Remember that this importer is going to have to deal with the limitations of maps, so you can only take the importing so far. For instance, Marathon maps converted to OBJ import pretty well. If there was something to do that to Quake or Duke maps, they'd import pretty well, also. If you had an OBJ that was a dog or car or something organic, it's not going to import well.
[>] Brian
the .obj importing is pretty buggy. Ive made several simple corridor maps and they all import with peices missing - despite making the geometry allign with the portals. :/
I tested it a bit myself, I created a floor grid similar to the default portal grid with a test building on it for scale. They all imported just fine, by big problem was that the grid, which looked fine in wings, overlapped a bit. If I had chosen a scale about half of what I chose it would have been unnoticable, but I scaled the grid up a good deal making the formally microscopic overlap visible.
The maps I'll be doing will not contain anything especially smooth or complicated. I'm building similar to unreal maps, by making a terrain first, then adding seperate scenery meshes. I was somewhat dissatisfied with the editor's ability to do the initial terrain and buildings, though I plan to supplement my basic obj with the editor.
Durandalski Wrote:I tested it a bit myself, I created a floor grid similar to the default portal grid with a test building on it for scale. They all imported just fine, by big problem was that the grid, which looked fine in wings, overlapped a bit. If I had chosen a scale about half of what I chose it would have been unnoticable, but I scaled the grid up a good deal making the formally microscopic overlap visible.
The maps I'll be doing will not contain anything especially smooth or complicated. I'm building similar to unreal maps, by making a terrain first, then adding seperate scenery meshes. I was somewhat dissatisfied with the editor's ability to do the initial terrain and buildings, though I plan to supplement my basic obj with the editor.
If you get a good building, or a good floor, one thing you might want to think about doing is creating a bunch of "floors" (with stairs and windows), and then putting them into the primitive map. Once you have that, you can just build buildings by puzzling together primitives.
[>] Brian
Both an outside and city maps were something else I was thinking would be good for an auto-creator. I really like doing the auto-creators, they are a real challenge, but I'm just too busy with other things to work on them.
[>] Brian
I think the height map importer is your bet bet, then you should add buildings manually