This post is just to explain the process for getting the scene from 3DS Max into a format which can be loaded up into the game engine. It must be noted however, getting it working in the game engine and being able to run around in the environment in the actual game are two different things.
Before we can actually get it running in our game, we need to set up the cameras and all the triggers to activate the various different cameras as the character moves through the world.
Before we can actually get it running in our game, we need to set up the cameras and all the triggers to activate the various different cameras as the character moves through the world.
What can be seen above is a screengrab from the gile[s] editor. Its use in this project was for the rendering out of the lightmaps for the scene. These are large texture maps which store all the light and shadow information.
In practical terms, this means the game engine itself won't have to render any lighting or shadows, which is a load off the processing power. It also allows for forms of lighting which wouldn't be possible otherwise, such as the aforementioned Global Illumination, to be simulated in less powerful, and less capable engines for no extra processing cost.
And the results look great!
From gile[s] the scene is then exported as a .b3d so it can be read with all its light maps intact by irrEdit, a special world editor for the irrLicht engine. You can see the results above. In irrEdit is where I added the skybox in for the scene. This is really the final stage. At a later point, special markers will be added to the scene to be used as reference points for loading in the computer characters for the quests.
All that needs to be done after this, is the scene needs to be saved as a .irr or a .xml file. These files types can be opened directly by the engine.
For the purposes of this project, they were loaded into the tool which we used to place cameras in the world. the results can be seen underneath, and also in this gallery!



















