I am working on a 3rd person action game (similar to Max Payne in gameplay) and I need some advice as the best method to export my artwork into Blitz. I am modelling in 3dsMax and lightmapping using gile[s]. I already know how to export models and all that stuff. What I need to know is what the best method for level editing using these tools would be.
For example. I want to have doors that automatically open when the player is close to them. So far the best idea was to name the door objects in 3dsmax something like: "door_17" so that the engine could test the string before the "_" and set this objects as a Door Type (and attach functionality to it). I know there are ways to set custon properties in the b3dpipeline/gile[s]. Has anyone had any success with this.
Also, what is the best method of using referenced objects. For instance, if a room has 100 of the same item, it would seem inefficient to export 100 copies of the same object into a b3d file. A better method would be to arrange placeholder objects to be later replaced with the real version in code via CopyEntity. Has anyone tried something like this? Let me know, thanks.
For example. I want to have doors that automatically open when the player is close to them. So far the best idea was to name the door objects in 3dsmax something like: "door_17" so that the engine could test the string before the "_" and set this objects as a Door Type (and attach functionality to it). I know there are ways to set custon properties in the b3dpipeline/gile[s]. Has anyone had any success with this.
Also, what is the best method of using referenced objects. For instance, if a room has 100 of the same item, it would seem inefficient to export 100 copies of the same object into a b3d file. A better method would be to arrange placeholder objects to be later replaced with the real version in code via CopyEntity. Has anyone tried something like this? Let me know, thanks.