Death Hunter wrote:
> How are the levels in standard 3d arcade games modelled? Like Rayman2,
MDK2,
In MDK2 they used 3dsmax, you can find some articles about using 3dsmax for
level design in www.gamasutra.com
In our case we also use it, but in my opinion it is a pain in the ass. The
most difficult thing is mapping the levels, with csg editors that's done
automatically and with farly good results, then you can ajust (scale,
translate and rotate) the texture coordinates. If somebody knows a method to
do that in 3dsmax, please let me know...
The problem of csg editors is that you have to clip overlapping brushes,
remove invisible faces, etc. but if you don't care about that i'd recommend
you quark. At Crytek we used a modified version of it, and everybody was
really happy.
Ignacio Castaño
ca...@as...
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