i make dungeons with bsp brushes and because i am limited in shapes,
the levels look bloky.
I cant use staticmeshes instead,because they dont have the nice shadows of bsp
and-does the staticmesh floor give to an actor that walks on it the ambientlightfromfloor lightning?
The editor can already export as 3ds.
Could we import 3ds meshes in RFeditpro and use them as bsp geometry?
Is this feature low in the todo list?
3ds import in rfeditpro
Correct, and there is a major design issue that bars raw 3ds here. This engine uses BSP for level geometry. This bars any non-convex shapes, which is nearly all meshes. A concave (opposite of covex, and thus not allowed) object looks like this:
Translation: Any object on which any face can see another face ON THE SAME OBJECT is not allowed. This object could be fixed by splitting it into two objects, like this:
OBJECT 1
OBJECT 2
You would have to split the mesh into multiple convex sections, and as you can see, that would be a lot of work - thus it would be less work to just rebuild it inside the editor. You CAN, however, use a staticmesh or staticentityproxy entity to place the 3ds file (after you convert it to a .act file) directly in the level, concave or not. Which one to use depends on the situation; you can find a comparison of the two here: http://www.freewebs.com/andycr/staticmeshes.htm
Code: Select all
|------|
| /
| /
| \
| \
|------|
OBJECT 1
Code: Select all
|------|
| /
| /
|----|
Code: Select all
|----|
| \
| \
|------|
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- gamemakerg
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I'm pretty sure Gmax can import 3ds, and from there you can export an RF model.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- gamemakerg
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