Some might know me some do not. My name is Indy, I’m playing UrU since beta 2003. (BTW I will use UrU as the name in general, just because I don’t know how the next generation will be called) I have been mostly active in the Guild Of Greeters where I still am the Grand Master. I also did some KI Python programming. I have always been interested in fan created ages but I did not get involved until now.
Now with Cyan going open source I would like to start playing around to see if I would be capable of creating my own age. I did read the GoW wiki and read some articles about creating ages. Although the articles do explain a lot I still miss a lot of basic information. I decided to ask them here, maybe they can be of use for every newbie that starts thinking of building his own age.
- [1] Blender or 3DS Max?
I have never worked with these tools. I only read articles and books about them. I know I can start working with blender and try my creation but I don’t want to spend lots of time learning blender to find out that the Cyan plugin will only work with 3DS Max. Shall I work with 3DS and wait for the plugin?
[2] What are the world units?
What system units do I set my 3DS to? Meters, inches? What is 1 unit? Is it an inch? I don’t want to build an age to later find out that it is completely out of proportions. I know it can be scaled to size but maybe that will break something.
[3] Do I have to use a low polygon count?
Do I create all my models with complex smooth objects or do I have to create simple object with just a few polygons and use texture mapping to create the illusion that it is a complex object. E.g. Do I really create windows or just map a window.
[4] Can I use the object modifiers in 3DS and will they work in UrU?
What happens with an object that has the turbo smooth modifier applied to it? Will that be smooth in UrU to or will that modification be lost? (Or is this too soon to tell?)
[5] Are there any other general guidelines that need to be followed? Like what are the step heights. Can I use objects as colliders or does every object need a separate collider to prevent the character to fall through?
For most of you this is basic stuff but I rather ask first instead of using trial and error.
Indy