sprockets A:M Decaling Screen frosted donut medals buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

Recommended Posts

Posted

1. Is expecting AM to create levels just too much? It has created nice enviroments, but should I only really use it to create the game characters? What about small levels, say, like a house or a shop?

 

2. What is a good game engine to use for it? One that does not suck, and supports .X format?

  • 3 weeks later...
  • Replies 9
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Hello again FW,

 

AM is perfect for creating assets, (eg the houses etc) which you would then place into the game world using a level editor.

 

The game engines out there are great for displaying assets in a scene, but in order to make it a game rather than just a 3d walkthrough, you have to give all of the meshes context.

 

For example a mesh of a car is exactly the same as a mesh of a tree or a character as far as the engine is concerned. You need some programming in there that tells that asset how to behave. It's not enough to have a character with a walk animation, the object has to know when to walk. And that means programming.

 

There are many talented programmers out there who are looking for projects with driven, imaginitive, artistic people who know how to handle a artwork. Go to the forums of a few 3d engines and let people know that you have a project in mind. Concept art or 3d renders is a great way to sell your game idea to programmers as most of them would love to have really nice 3d assets to make their code come to life.

 

Andrew

Posted

Well, I wanted to use A6 to create a prototype game, since it is better for people like me who are more interested with creation, but I am just a person who cannot remember numbers and am a maths reject, so I don't think C++ and I will make a very good couple. So I can just create all the visuals, and use A6 for the game. That way, if it does not come up to standards, I can get someone to add depth to the code.

 

If AM can be used to create indoor and small areas, well then I will use it to create battle maps. Battles in my game I want to work like this, you touch an enemy in the overworld, you get sucked into a small arena with the monsters and the COMS.

 

So I want the levels to be varied, crumbling temples, hidden caves, sunny glens, alleys in the red light district (to teach those evil pimps a lesson).

 

So now I will just save up for A6, AM, a cheap Adobe, and the exporter from obisdian.

Posted
1. Is expecting AM to create levels just too much?

I used to use A:M to create levels for a couple of Deus Ex mods I was working on; I could export the levels as DXF files, and then import them into the Deus Ex level editor. Worked like a charm, and much easier than using the level editor.

 

Of course, I still had to texture them using the level editor, which had a tendency to crash and take the entire level with it.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...