Level design project questions

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VXD
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Level design project questions

Post by VXD »

Good mourning all.

Allright I had some quiestions regarding D3 level design. First I'd like to know what limitations D3 (and its engine) have, like, level size, polygon counts, and detail. Considering the game was made in '98 and where seven years later now...well, I'd figure I could make some pretty amazing and smooth looking levels. I got the insipiration for the level while I was walking outside at night, and where I live we have an enourmous stadium looking over us. I want the level to basically be a dark city (Think Fallout/Fallout 2, new reno) in ruins with a huge tower overlooking. Under the tower will be a large bowl for those keen dogfighters.

So I really need to know:

-What the X/Y/Z limitations of a D3 level are, especially height since the huge tower is a major part of the game.
-How much level detail the Fusion engine can handle.
-If it would be possible to export the whole level as a 3D mesh out of 3DSMAX and then into D3edit, so i dont have the build it with god-awfull D3edit...

Anyhelp will be of great help...
-vxd
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DCrazy
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Zoop!
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Post by Zoop! »

I tried to create a D3 level once and I don't think it worked out so well. So my words might not be too helpful.

You seem to know what you want to do already. Just build it. If it becomes too complex, you can uncomplexify it (do I get style points for making a new word?) The best projects, whether they are books, paintings, levels fo a game, whatever always get better with constant revision.
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Kyouryuu
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Re: Level design project questions

Post by Kyouryuu »

VXD wrote:Good mourning all.
Good mourning. Any good funerals today? *rimshot*
VXD wrote:Allright I had some quiestions regarding D3 level design. First I'd like to know what limitations D3 (and its engine) have, like, level size, polygon counts, and detail. Considering the game was made in '98 and where seven years later now...well, I'd figure I could make some pretty amazing and smooth looking levels.
You'd think that. Odd part is that it doesn't actually make a big difference, just like how levels for Unreal Tournament 98 don't look any more sophisticated today than the ones that came with the game (i.e. most still have well under 300 polys at once). A high-poly Descent 3 level will still run like crap.

Also, your assumption presumes that the average Descent 3 user has a powerful rig, which is not necessarily the case. Some people play Descent 3 simply because that's as sophisticated a program their computer will run.
VXD wrote:-What the X/Y/Z limitations of a D3 level are, especially height since the huge tower is a major part of the game.
I think the interval is (-4096, 4096) along X and Z. Y, while not infinite, is longer. Perhaps the size of an integer or a floating-point number. The High Velocity Weapons Research level goes hella' far down along Y thanks to all of the wind tunnels. Let me put it this way - it's most certainly longer than the actual clip plane (where the engine stops drawing due to distance). That is an adjustable setting. I'm not sure what the maximum setting implies.
VXD wrote:-How much level detail the Fusion engine can handle.
It depends on what you're going for. If it's a multiplayer level, try to keep the polycount below 1,000 including weapons. You can type RENDERSTAT while in-game to see just how many polygons are on the screen. If it's single player, you can splurge a bit more. Some of my levels peaked at about 5,000 polys at once when there were items, enemies, and architecture in view, and that actually caused some frame tearing on my 3.06 GHz rig. So, having it around 2,000 polygons is totally safe.

Build strategically. If there are places you know heavy combat is expected, reduce the polygon count and minimize the number of rooms you can see from this battle. In areas where you know there will be little to no combat, build more detailed architecture.
VXD wrote:-If it would be possible to export the whole level as a 3D mesh out of 3DSMAX and then into D3edit, so i dont have the build it with god-awfull D3edit...
It is, although D3Edit usually appears at some point. Doorways, for example, have to be done in D3Edit. It's a necessary evil. If you can figure out 3DSMax, D3Edit should be trivial!
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Jon the Great
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Re: Level design project questions

Post by Jon the Great »

Kyouryuu wrote:If you can figure out 3DSMax, D3Edit should be trivial!
Keep in mind ANY texture you use in 3DSMax that's not in the D3 hog file will need it's own entry in the level's gam file as well as be converted into ogf format and included with the level.

It is for this reason that I reccomend you texture the level in D3Edit.
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Robo
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Post by Robo »

I've also found that importing a mesh from 3dsMAX into D3Edit splits every single polygon into two triangular faces, as if it was non-planar. I don't know if its just me that experiences this or if everyone gets it.

You can merge these triangles to get your individual polys back, but with thousands of them, you might be in trouble - or just doing it for a long time :P So I would recommend sticking with D3Edit to be honest. It's far more simple, compatible and specialised. That is unless, you know your way around MAX ;)
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Sirius
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Post by Sirius »

If you want to build a large level quickly and are proficient at 3D Studio, it's probably the best way to go... to hell with all the triangles. But if it's relatively simple, D3Edit might save you some grief.
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Robo
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Post by Robo »

Sirius wrote:... to hell with all the triangles.
Yes, but then it effecively doubles your intended poly count from what it would have been in D3Edit ;) So you would either have to take the time to combine all the triangles or make a level half as detailed.
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