Psionik wrote:You can create content for Core Decision right now. Pick your favorite 3D application and get started modeling and painting -- there's your toolset. The engine imports .obj and .x files.
Okay, so we know we can make models to be imported from the following:Zach wrote:The engine uses a poly-mesh system that allows for extremely detailed shapes and structures.
- 3DSMax 5/6
- Lightwave 3D
- GMax
- Maya
- D3Edit
I don't feel like it, but I know others will. If converting levels requires almost no work, then I expect almost all 400+ Descent 3 levels to end up in Core Decision in one form or another within a year. Abend2, anyone?Psionik wrote:Hopefully it will feel so good you won't really even want to convert anything. I'm really all about new, awesome, original content that still feels like home.
The game's life history will be quite different if there is plenty of variety (even if it's recycled variety) suddenly available shortly after it's released. (Note: I'm speaking of only MP levels in this post, not SP.) Descent 3's was stifled and limited because the really good levels didn't come out until somewhat late in its life (thank you D3Edit for being horribly buggy and incomplete...), after players had begun to leave in mass, so most were playing the official levels because they didn't like what else was out there.
Most people are extremely excited about this game, so I'm sure a few at least will jump on this. So, if we actually started to develop levels now, then what should we know that we already don't?
This is quite important concerning level design. If the ship is realistically scaled to the level, unlike Descent 3 and its model RC-Pyro scale to everything, even the few humans that were seen, then most level detail will be miniscule, especially if the level was built in mind with people wandering around in it. This would make ported Descent 3 levels more than awkward because they're designed at a vastly smaller scale.Ancient 2004 Interview (Was it really that long ago?...) wrote:Sep 06 15:08:46 <[8]Ferno> Say a ship is 10 meters wide... Will it feel like the corridor is fifty meters wide?
Sep 06 15:09:22 <[8]Ferno> That about right, Sky?
Sep 06 15:09:27 <[D3k]Skyalmian[]> Yeah.
Sep 06 15:09:33 <{HighOct}Alex> If the ship is ten meters wide and the corridor is 50 meters wide, the corridor will be 5 times as wide as the ship.
Sep 06 15:09:53 <{HighOct}Alex> And we'll do our best to make it feel that way.
Or did realistic ship-vs-environment scaling change?
Textures are primarily 256x256 but capable of 2048x2048, with bump mapping, specular(?), and detail ("layered textures") thrown in for a wholesome mix, and no limit to the number of them. Is the format custom for the game or already available and widely used, like *.tga?
Audio is preferably 44Khz / 16-bit, but can be 196Khz. .mp3s and .wavs; any others allowed? FLAC is good; it's just .wav compressed by a whole lot.
Liquid surfaces and vapors / gases are in, but the ship can't handle water so it doesn't go below.
Are lights point- or texture-based, or both? If we build a huge room, can we light the whole thing without crunching the CPU?
Level shell specifics...does, for example, a light block need to be actually connected to the wall it's on, or can it be placed on it as though it's attached? (Outline Mode would show it's actually not.) Same thing for an octagonal pipe: can it just end at the wall like in Descent 3 or does it need polygons attaching it? Or, better yet, answer this instead:
Can an unmodified Descent 3 level shell be imported straight into Core Decision without a single error or issue?
Terrain making: is making the surface terrain the same as making a mine (a displacement mesh that is just more detailed)? What worthy-of-mentioning differences are there in making it? Is a "SKY" texture used (skybox)?
Physics objects: complex physics interaction isn't in last I heard, but if objects can still be somewhat moved around by weapon fire, then people may want to add non-static details to their maps by designing them ahead of time. The Q is: can such objects have set weights?
Anything else we might need to know? Doors, maybe?
TY