Q:
Conitec has hired you to create the new Wed tutorial. I hear that you plan
to offer us even more; what else will we learn?
A:
The WED tutorial is more of a compilation of tips, tricks and useful advice
to get people started on creating their own levels. I thought long and
hard about this and decided I didn't want to create a tutorial that simply
encouraged people to copy the tutorial level. Instead I wanted to encourage
people to create their own levels. Topics in the WED tutorial include:
-
Working with WED
-
Planning your level, deciding the genre and doing the research
-
Understanding textures, scaling and color coordination (color matching)
-
Tips on lighting your levels
-
Adding little details
-
Having fun! And a lot more.
Q:
Will we get all the resources that were used in your tutorial? What will
we get exactly?
A:
The tutorial will come with a demo "game". This isn't a full-fledged game,
but only two levels with an objective to achieve. All the assets for this
"game" will be freely available to 3D GameStudio users. This includes
textures, models and anything else used to make the demo complete.
Q:
What tools are you using to create your levels (excepting Wed)?
A:
For 2D textures I am using Photoshop. This, as far as I am concerned, is
an indispensable tool. Modeling was done in 3D Studio MAX. All level design
was done, as you know, in WED. I did not use the MAX2GS exporter for this
demo since this was to show off WED and be a tutorial for WED.
Q:
A6 has improved a lot lately; what new feature(s) would you like to see
implemented in the near future?
A:
Wow. Now that is a loaded question and one that I could talk about for
a while. I started a few topics about this in a few of the FUTURE topics
on the forum. I really feel that 3D GameStudio needs to improve its tools
and to even add a tool to two to the suite.
-
For starters, I am fascinated with shaders, but I am no programmer. I would
love to see a sort of GUI for putting together shaders for the non-programmer
(in development, George's note). 3D GameStudio
advertises itself as a tool that can be used for non-programmers and I
would love to be able to see non-programmers be able to access as many
of the features of 3D GameStudio
as they can without programming.
-
WED needs to keep improving, especially in the area of accuracy (in
development, George's note). Little things
need to be added to make a level designer's life easier such as having
a function to stretch a texture to fill the entire face of a block, better
methods of selecting a face of a block for applying textures to just that
face and other things that could raise the bar of WED.
-
MED needs to be improved. Frankly, I never touch MED except as an import
tool.
-
And, as one that uses other 3D applications (i.e. MAX), I would love to
see better support for these tools via plug-ins or file converters.
I also think that 3D GameStudio
should drop its propriety format for models (MDL) and allow for direct
use of 3DS and X models (in
development, George's note). This would be
better than a plug-in or converter. You could then use just about any 3D
modeler on the market to create entities for 3D GameStudio. Of course,
I don't know what advantages using MDL gives us, so possibly this is not
the best idea. The
engine is more than capable, now the tools just need to catch up.
Q:
You are the editor of 3AM, a magazine that is oriented towards artists
and wannabe artists. Even I have learned a few things by reading your magazine
(like skinning a model). I hear that you plan to turn 3AM
into
a monthly magazine - is this true?
A:
Yes. It is true. Details on decisions that affect 3AM are always listed
on the news page of the 3AM web site ( 3am.web2d3.com
).
Q:
How many polygons / frame would you recommend in order to keep a decent
frame rate on a decent PC?
A:
Ouch! Another loaded question :) . That would all depend on the target
platform. In other words, what do you mean by a "decent PC"? And, as you
know, there is a lot more involved than counting polygons. Creating a game,
level or RT3D application is a careful balance of code, textures, level
geometry, models and more. The amount of polygons that would display decently
on screen would depend on many factors, I would think.
Q:
Could you give us a few more tips for beginners?
A:
The best tip I think I could give is for beginners to become "observers".
We need to become observers of things all around us. The better we understand
our reality (how light interacts with things, how things are put together,
how gravity works, etc) the better we can bend these things in the fantasy
worlds we create on our computers. It may seem a strange thing to say,
but the more firmly grounded we are in reality the better we are able to
create the fantastic.
Q:
What do you struggle with the most when creating a level?
A:
Lighting. Lighting is just plain hard to get right. It is where a lot of
trial and error comes into play and I guess this has to do with how WED
displays lights compared to the final build when light maps are created.
You
simply have to become familiar with what light maps will look like and
sort of imagine them in your head as you place lights and adjust their
brightness and color values. There just isn't a quick and easy way
to
learn lighting.
Q:
How long have you been using 3D GameStudio and do you actually make a
living
with it?
A:
I have been using 3D GameStudio since version 3.9 was out. So I guess
you can say I have been around
for a while ;) . Even so, I still have so much
more to learn about using 3d GameStudio. It is always an adventure.
I don't make my entire living
using 3D GameStudio, but a good portion of my
income is generated by using it. I think that 3D GameStudio is great
for making games (as the name
indicates) but I think that many people forget
that RT3D is not just for games. There are many other uses for 3D
GameStudio than creating games.
So, using 3D GameStudio is more than a hobby
for me. As a non-programmer, 3D GameStudio makes it possible for
me to create RT3D environments
that I could never create in other engines.
Thank
you a lot, Dan.