Hey everyone !
Since yesterday i was trying to understand how leveldesign for Painkiller works, for those who don't remember, Painkiller is that polish game which looks slightly like SeriousSam
.
http://kokosovar.free.fr/misc/painkiller2.jpg
Infact the mapping concept really interest me, cause it gives a total freedom to the level designers by using softwares like 3dsmax or Maya to make both modelisation and lighting.
The lighting is infact pretty awesome in my opinion, because all the static lighting is directly rendered with maya and 3dsmax render engines as a lightmap in a bitmap file like this http://kokosovar.free.fr/lightmap.jpg , and that gives you the opportunity to make really complex and accurate shadows for your map.
Same thing for the mesh of the map, the collisions are directly on the mesh's faces, not like in hl² where you have to make you own limited collision models for each mdl ..
http://kokosovar.free.fr/misc/painkiller.jpg
The problem with painkiller is that you will hardly find documentation about how to make a map from A to Z, especially with 3dsmax that i'm using ( also nobody plays it, but yeah who cares ..
)
So yeah i got big doubts about if one of you guys already tried mapping for painkiller
, but i try my luck and maybe someone could give me some infos on it and especially how to bake and setting up proper lightmaps for the game in 3dsmax ! ![]()