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maya / max as level editor?


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#1 roel

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Posted 23 September 2005 - 06:15 PM

Hi, I'm looking for experience and recommandations regarding the choice of a 3D modelling program like maya or max, from the programmers point of view. I'm planning to code a very humble game (no mmorpg! ;) ) and a humble engine, and I'm planning to use one of these programs as primary level editor and probably as lightmap calculator too. I rather searched a bit on the net before bothering you guys, but I found it hard to pick the right search terms.

So please, feel free to give me any advice, experience, links or search terms that can help me further. When desired I can be more specific about what I need, but currently I prefer to have just the 3d modeller as generator of everything and the game and engine that use the output of the generator.

Thanks.

#2 Jordan

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Posted 23 September 2005 - 07:26 PM

Well you've got two options, write a set of plugins to load/configure entities through Max or Maya (funny that you'd have both and be an amateur coder.. I won't ask ;)) or write your own program that can convert from an exported triangle mesh and put in entities for your own level format. Both are feasible designs and both have been used by major game companies.

When writing plugins for Max, you usually use MaxScript. For plugins with Maya I think you use an SDK and write plugins that are DLLs.

Unless you're artistically inclined, I suggest you use an editor like Hammer or Q3Radiant instead of the higher-end polygon-editing applications lke Max and Maya because they're so much easier. You can make a world fairly simply in the editors that are made for making game worlds and it's got most of the stuff you'll already need implemented and out in the open to use. It's a matter of preference, but if you've never used either for anything large, I suggest you go the route of Hammer or Radiant before using Maya or Max.

#3 Methulah

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Posted 23 September 2005 - 09:02 PM

There is an SDK for MAX. And I would recommend that you say you have Gmax and Maya PLE when you do this again, because it is seriously suss to have them both and be an amateur coder.
Django Merope-Synge :: django@white-epsilon.com
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#4 m4x0r

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Posted 24 September 2005 - 12:15 AM

Why not support both? Check out Collada:

http://collada.org/p...rum/welcome.php

On a different note, I'd say that tools like 3D Studio MAX and Maya don't make very good level editing tools because you generally want to setup lots of game information which they don't natively support. However, for a hobby project I'd say it's a much better route than creating your own editing tools.

Max

#5 roel

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Posted 24 September 2005 - 10:57 AM

Thanks for your comments, I'll consider them. And hey, I never said I own both maya and max, I only said that I was about to choose one of them. And yes, it will probably gmax or maya ple. Thanks again.

#6 Francois Hamel

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Posted 24 September 2005 - 01:45 PM

I`m not sure you can actually write plugins for GMAX (except if your an elligible game developer..$$$).

As for 3dsmax, well... that`s what I got to say: buggy as hell.
But then for a simple project where you only need to export some things you should be fine writing an export plugin using the MaxSDK.

You got also 2 other options when you want to write export plugins in 3dsmax, there's MaxScripts which somebody else mentionned and there's I think IGame or something that is basically another "easier to use" export only SDK but is not part of the main MaxSDK.

As for Maya I have no clue if it works well for writing plugins, if anyone has some experience with it, I'm curious as to how stable and clean it is compared to 3dsmax.
I post with style, do you?
http://fhamel.blogspot.com/

#7 roel

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Posted 24 September 2005 - 02:05 PM

well, if I look at this: http://www.devmaster...read.php?t=4052 , Maya is very suitable.

#8 Francois Hamel

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Posted 24 September 2005 - 02:28 PM

you can do the exact same thing in 3dsmax.
I post with style, do you?
http://fhamel.blogspot.com/

#9 moe

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Posted 24 September 2005 - 05:31 PM

I find this a rather interesting thread. As for now I’m fine with some free for use tools but in the future I will most likely have to spend some money too. It is hard to evaluate a tool without doing something illegal though. If some of you could write what experiences you made while using maya that would be very cool. I tend to favour maya because I read more about it when it comes to game dev. I am wondering how hard is it to use and write plugins for it?

roel: have you considered blender?

#10 NomadRock

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Posted 25 September 2005 - 02:46 AM

I second the choice for blender, it is easy to write your own exporter in python script, which is a widly used scripting language. If you learn to model well in blender, then moving to 3ds max or maya wont be too hard if you get a job doing this work.

Keep in mind that most people who want jobs doing this dont get those jobs. Just a fact of life. Work out what you can without pirating and do it because you like it not as training for some future job. That's like playing highschool basketball because you want to get into the NBA.
Jesse Coyle

#11 Methulah

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Posted 25 September 2005 - 08:35 AM

Quote

As for 3dsmax, well... that`s what I got to say: buggy as hell.
I use 3D Studio MAX 5.0 at school and it is as buggy as, well... anyway. 3dsmax 6 and 7 (and 8) seem to have most of the bugs fixed.
Django Merope-Synge :: django@white-epsilon.com
Lead Designer/Project Manager - White Epsilon





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