Placeholder for Level-building and modelling how-to sticky

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Faxmachinen
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Placeholder for Level-building and modelling how-to sticky

Postby Faxmachinen » Mon Feb 19, 2007 4:31 pm

A quick briefing on how to get started on editing levels and models for Determinance would be much appreciated.
richygorgan
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Postby richygorgan » Mon Feb 19, 2007 4:32 pm

LOL, i was just about to post the same thing
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Faxmachinen
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Postby Faxmachinen » Mon Feb 19, 2007 4:35 pm

Hehe. Great minds think alike Wink
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Omroth
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Postby Omroth » Mon Feb 19, 2007 6:12 pm

For the level editor, host a FreeForAll game on a map you like. When you get in, *don't* spawn, just hit F11. You have the marvelous, slightly unstable level editor at your fingertips. There's an absolute mass of documents on it at www.garagegames.com.

While the level editor is unstable, if you're having big problems you can use the Torque Demo's (again from GarageGames) level editor - saved maps will work fine in DT.

As for making your own models, the MS3D source for Omroth (irony) is available in program files/determinance/dt/data/shapes/dexter/source.

It's very important you use the skeleton you see there in your models.

To export, again consult garagegames.com (or #garagegames on our irc server). Apologies for the lack of detail here - I'm not an artist and a much more in-depth document is in the works, although there are a lot of things higher on the list.

For making your own weapons, ask Archa - he knows exactly how to do that. Chemeleon-MGT, usually in the DT channel, is an uber leet expert at this stuff. Don't bother him too much, but he can usually help you with exporting stuff.

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richygorgan
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Postby richygorgan » Mon Feb 19, 2007 6:38 pm

Ok thankyou i will have a mess around but being me im probly not going to get much done, anyone who adapts to making maps, characters, weapons and all the things that come with that should try to make a tutorial for the others please, that would be nice Very Happy.
EDIT: Whoa looking through the files i see theres alot of unused textures and taunts(Shields, sumo like faces), hope you can get them in at one point.
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solojony
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Postby solojony » Thu Feb 22, 2007 7:15 pm

Have you considered doing a video like this one:

http://learnsecurityonline.com/vid/MSF3 ... -hack.html

Maybe is easier to just record a work session than writing docs.
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Archa
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Postby Archa » Sat Mar 31, 2007 7:48 am

I agree with this.
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Wrongfire
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Re: Placeholder for Level-building and modelling how-to sticky

Postby Wrongfire » Fri Jan 16, 2009 12:16 am

Hey I have a question.

If I make models with 3ds max can I then import them into the level editor?
I want to make a City level, and 3ds is my program of choice.
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Archa
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Re: Placeholder for Level-building and modelling how-to sticky

Postby Archa » Fri Jan 16, 2009 2:56 pm

There are some exporters for .dif objects. Also the simplest choice is to export it in .dts formta, but .dif seems better to me
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Wrongfire
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Re: Placeholder for Level-building and modelling how-to sticky

Postby Wrongfire » Sat Jan 17, 2009 12:27 am

Oh you were making a city level too!

heh, well what you were going for is basically what I wanted too, really high skyrise buildings and such.
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Re: Placeholder for Level-building and modelling how-to sticky

Postby Archa » Sat Jan 17, 2009 9:47 am

well, I stopped doing it ages ago. And i think you could do better than that so try :)
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