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Help, from model to game

Started by April 14, 2006 08:26 PM
5 comments, last by scotths 18 years, 9 months ago
I know I can't ask "How do I get my model in my game?" because it is way too vague. Unfortunatly, that is exactly what I need to know. My friend is using the OGRE engine to make a game for our game development club, and I have a skinless model that I'd like to put in it. How do I do it? Also, how do I create levels to use in the game? So far, I've just been creating them in my modeling program as one object (a complex subdivided box). We don't have a level editing program like Hammer or anything. I'm sorry this is vague, but (as the commercial went) "I don't even know enough to know what I don't know." ~Full-Auto
why don't you check the ogre docs or perhaps THIER forums...?
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OGRE is a pretty simple to work with engine. Just go to the website and read the docs.
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I want to know the concepts. What does an artist need to know when creating a model? What kind of steps does it invlove? I didn't mean the OGRE engine specificly, I was only giving an example.
Quote:
Original post by Full-Auto
I want to know the concepts. What does an artist need to know when creating a model? What kind of steps does it invlove? I didn't mean the OGRE engine specificly, I was only giving an example.

well it depends quite a bit on the engine...
but to answer your question, the most general i can get is;
1.) model your model and texture it
2.) export your model in a format your engine supports (sometimes a custom plugin is needed).
3.)place your model and texture into the right directories (depends on the engine).
and thats it.
however this is only for static models, not animated ones.
What other work does an animater need to do after he's created the animations? How does he link an animation to a model?

Also, is there a separate file that the engine needs in order to recognize a model? I know in HL2, models need .qc files. Is this standard or an exception?

Thanks,

Full-Auto
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This one, also, really depends on the engine. For example, OGRE assets require 4 files. A mesh file (the model itself), a skeleton file that describes the armature, how it is connected to the mesh and the animations you have created for it, the texture image, and a file to describe the more complex shader settings. Torque, on the other hand, has a dts file (the model with it armature) and a dsq file which defines the animations. In most cases, though, the settings contained within the exporter interface and its documentation will tell you what needs to be done. If you are really adept at programming, which does not describe me, you can even use code to get into the exported files and jigger with them.

Scott
Newfound Room -- Open your mind to open content.

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