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MDL vs blocks for level design #421085
04/09/13 19:37
04/09/13 19:37
Joined: Sep 2005
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freeflyklown Offline OP
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Hi,

how are you creating your levels? Do you use blender,maya, 3dsmax, lightwave or any modeling programm and then import an fbx into wed, or do you create the level completly from blocks in wed directly? Or a mix of both?

Are there any disadvantages to any one of these techniques? Like issues with lighting?

Thanks

Andi

Re: MDL vs blocks for level design [Re: freeflyklown] #421106
04/10/13 13:47
04/10/13 13:47
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Reconnoiter Offline
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Mix of both. Blocks are handy for simple plateau's, walls and columns etc. They are also more easily to adjust in size after imported in WED. But I find modeling complex level environments (per piece) much more convenient, namely because I find MED and other 3d programs work easier than WED. One thing to remember when using models for your levels is how you import them (as block or as model), it has a major impact on the imported model's lightning/shadow.

In the end, it comes down on what you prefer and how your map is going to look alike. I advice you to try them both out and see for yourself what you prefer.

Re: MDL vs blocks for level design [Re: Reconnoiter] #421115
04/10/13 17:29
04/10/13 17:29
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freeflyklown Offline OP
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Thansk for the reply. What exactly is the difference in lightning/shadows that you mentioned?

Re: MDL vs blocks for level design [Re: freeflyklown] #421177
04/12/13 15:34
04/12/13 15:34
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It is easiest to explain when you see it yourself :):

Open a map (/.wmp).

Press right mouse button (anyware in one the 4 views) than 'Add' than 'Add Model' and select a model to import. And mark the flag 'Shadow' on.

Now go to 'File' (in the upper left corner) than 'Import' and than 'Import from MDL files' and select the same model. <- this is as block

Now start the map and compare the two imported models. Generally, the model imported as a block really blocks (no pun intended) light, while the other model casts a shadow. Futher they differ in how they are effected by lights and the sun.

Ofcourse setting flags or adding shaders/materials and such can add or reduce differences, but that is another story. Also IIRC the Lite-C tutorial explains it too in one of the workshops, most probably better than I do too ;D.

Re: MDL vs blocks for level design [Re: Reconnoiter] #421187
04/12/13 19:54
04/12/13 19:54
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freeflyklown Offline OP
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Thanks for the answer. I will experiment and see what is the best workflow.


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