Jump to content

Experienced 3ds max users?


demonman562

Recommended Posts

Hey there, i'm currently in construction of a game called (not got a name yet)™ I have loads of ideas and alot of concept art (I'll post in later posts) A small team so far BUT I'm not too hot with making meshes... I dont know what file types to save my models as (I was thinking .M2 as this is what world of warcraft models are but blender doesn't export .m2 files (and I kinda suck at modeling anyways) what i'm trying to say is, If anybody would like to help me create this game for the fun of it (Like we all do here with mods) without pay... as this really isn't that big a project yet. Anybody with a good modeling program and who is a good modeler, texturers, people with any ideas can just post here anything you think should be added and if anybody knows how these mmorpgs work (what the good file types and ways to go about acctually creating the game are) then please put your name forwards.

 

Thanks and please, all help is welcome!

Link to comment
Share on other sites

one thing ill suggest is that if you do work with 3d, you should determine what format your target engine will recognize.

 

Gamebryo/NetImmerse uses .NIF package-files composed of 3d data imported as OBJ or constructed in Blender or 3dsmax using a Niftools plugin, which can export .NIFs directly

Unreal engine 1 to 3 uses .ASE (ascii) format. 3dsmax exports this format

Unreal engine 3 can accept .OBJ format. (atleast if i remember correctly I think it now can)

Torque engine recognizes a few, but .OBJ is prime. 3dsmax and Blender export this format, Maya can, but requires a plugin.

Evolution engine prefers .FBX (autodesk (max/maya) generic 3d export/import format) but can also accept .X (softimage xsi format)

 

i would hazard a bet that .m2 is a 'package' filetype like .NIF, containing not only 3d information but a structure of data that is used to describe what the object or actor is, what textures or other resources it uses, etc. (i havent tried WoW modding so i cant say)

 

 

To hold the databases necessary for the massive amounts of data needed for an mmorpg youll need some kind of database software.

I recommend Perl (freeware) with the Navicat plugin (freeware) which makes managing db's pretty easy.

 

To run the database and the framework of the game your best bet is MySQL (freeware). I dont know much about it because I specialise in 3d/2d art not this sort of thing.

Most MMORPGs run on Perl and MySQL or their own inhouse variant/hybrid.

 

To manage your data among your team in a controlled and orderly fashion you will need some basic form of Version control software. This will prevent team members from replacing, overwriting or accidentally deleting eachothers work whilst working on it. Here is a list of most version control software available to date. Some are freeware those might interest you most: http://en.wikipedia.org/wiki/List_of_revis...ontrol_software

Alternative to full-on version control you can try to employ a Subversion Control software, (SVN) this doesnt allow as much specific control, but you can enjoy some of the benefits. I would reccomend TortoiseSVN highly, since its freeware, and integrates directly into your Windows explorer right-click menu as well as drop-down menus for easy committing and signing of files.

 

Remember that if your game is going to be complete freeware, thats fine, but if you are planning on implementing a fee or kind of monetary compensation system or monthly payments for users, you will be opening a HUGE can of worms.

 

Once you start accepting payments for your mmorpg or service (which will require alot of money to fund servers etc), you will have to make sure every program and plugin you have used or will be using is registered, licensed and 100% legit. That means full registered copies of Max, Maya, Photoshop, etc etc (which can quickly run into tens of thousands of dollars for just one artist). This is because once you start making money, the companies you have used to get that far will take notice and want a cut of your profits, since you used their software in its creation.

 

(Free software that uses open source or commons licenses are apps like Gimp (alternative for Photoshop) and Blender (alternative for max/maya/xsi) which are good starting points, however they have alot less support than more popular (and expensive) packages like those that Adobe and Autodesk offer)

 

mmorpgs are the most daunting of all videogames to make, i wish you luck!

Link to comment
Share on other sites

I'm 13 and I've always dreamed of making an MMORPG, thanks so much for the advice, I'll check that out!! I'll almost stop at nothing to complete this! :biggrin: and :thanks: again!! KUDOS
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...