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#1 (permalink) |
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Marios's Mustache Wax
Join Date: Mar 2008
Posts: 5
Reputation: 10
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I was wondering if anyone knew of any good game engines that could be used for mmogs. I have looked at the list already before that is brought up, I thought about torque, but I was looking for other options. I'm also looking for some good texture, AI, 3D character/building, an terrain tools. I have been using L3DT (free version) and I have tried blender, 4Dblue, torque constructor. However I was wondering if there was better. Also how would I go about making realistic plants water for terrain.
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#2 (permalink) |
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Sonic’s Milkshake
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Theres a little bit more complication to what your asking, but basically your going to need to learn to program in the language the engine is made of. Allot of what your asking for is built around a direct x, and Open-GL foundation, and built primarily for complex languages that can handle immense shader driven attributes.
If you find most engines built in c++ usually have many shader driven, and incandescent driven graphics engine. They depend on bloom, and basic shaders using bump maps to make the game look like a beauty. Assassins Creed is an example of this. I would look at C4. C4 in the future will be capable of stable mmo development, as of now, halo kind of play is only possible over a lan connection. I have tried C4 and played around with it, following a few tutorials you could very well go onto make an entirely new oblivion type game. But you need to know c++. Other than this I can't suggest anything else, because most of what is suggested requires much more, or is undeveloped, or incapable of completing specific tasks. If your looking for a no programming needed, just drag and drop, objects and code scripts, good luck finding one thats actually good. |
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#4 (permalink) |
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Link's Dirty Sock
Join Date: Jul 2006
Posts: 49
Reputation: 15
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For the engine you can try out multiverse. Its capable of handling perhaps 100's or more players right now and a stable game can be built with the latest releases now.
Its easy to use considering the development its in. There are various issues which are usually fixed, but its impressive for the time so far gone into it and the future updates look promising. You can use sample assets to build a game, or make your own of course. www.multiverse.net There is also realmcrafter, never used it, know little about it myself, but may be something to look into. They are engines which allow quick game building from the start. There are then engines which will have much of the game elements coded, networking, graphics, etc. I don't know of at this time, but there's lots with different things in, so you would need c++ knowledge to build onto it to add the missing parts. For texture creation, GIMP,which is very much like photoshop. Or photoshop itself. There is photoshop CS3 which is expensive or photoshop elements, which is watered down version at a cheaper price. Character and building tools would be 3d modelers. Blender is free, is rising in potential use for many engines these days so a good one to try and practice in. Maya, which is expensive, can also be used. 3dsmax which is just as expensive, is one of the best, if not (personal opinion) overall best. Since its widely supported by engines. Finally for terrain. I use pnp terrain creator. It does a lot useful for engines, and is free. It has 2d editing mode and 3d mode. With texturing option too. There is also terragen which creates realistic terrains, also good for rendering skyboxes which many engines use these days, like Valve's source, (half life 2 etc) |
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#5 (permalink) |
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Sonic’s Milkshake
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I do not recommend maya at all unless you plan on making videos for your game.
3DS max I would recommend since as stated above, its supported more formally for its low range price and license compared to maya. Maya is 2000 dollars for a standard license which I am unsure of, but may or may not allow you to use slhl shader exporting. Unless you plan to use slhl shaders, and work on animation for your game, I don't recommend paying for a license of maya, it does not support formally other softwares unless its programmed as a plug in. 3DS max ranges differently but its a 3000 dollar license, compared to mayas top 7k license (unlimited) it can be used to export directly to most game formats via plug ins, and is supported itself by a variety of game engines. Theres many reasons why blizzard and ubisoft use max's game tools ![]() If you develop deeper into shader driven engines, you might find maya more useful, for full shader driven exports such as slhl exports. As well, FBX format supports. But the chances of that would mean you can program in c++ and python I believe, things such as XNA from microsoft are capable of importing and working with both maya and max, but working with slhl shaders from maya. In the long run I would really go with blender. Eventually shaders will be exportable from blender to more developed .x formats, or more advanced open source formats. Good luck. |
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#6 (permalink) |
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Marios's Mustache Wax
Join Date: Mar 2008
Posts: 5
Reputation: 10
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would any of these help to make vegetation of a good quality I saw that the pnp terrain had some trees and such, but I was looking for something for bushes, trees, herbs, weeds, flowers, etc. The C4 engine looks pretty good, so I would perfer stuff to work for it. I'll look for some good server parts to add on it if possible.
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#7 (permalink) | |
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Sonic’s Milkshake
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Quote:
Any standard modeling and texturing program can make trees and grass, brush, anything really. |
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#8 (permalink) |
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Samus' Girdle
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Ok for Engine, I am using Realm Crafter for my current project.
My suggestion: DON'T!!!! Piece of $hit gave me so many problems today.... What I am doing for my MMORPG now, is probably just gonna obtain a Network Library, and use it in my engine. You can always right your own. Remember that. It will take MUCH longer, but in the long run you will know its capababilites and how to use it perfectly and seamlessly. There is always Torque! No doubt it is one of my favorite things to play with, but it is overwhelming for newcomers. As for modeling, for a budget project use any of the following -Blender (Free) -Wings3D (Free) -Milkshape 3D (like what $40)? -Zbrush for detailing, not recommended for MMORPGs due to its high polygons For bigger projects -Maya mostly for rendering and movies -3DS Max this is a GODSEND to 3d Modeling, my favorite of all time -XSI I believe this is $2k? For terrain design, L3DT is my personal choice, but there are some others like Freeworld or T.ED. It is all about what your comfortable in. Like I said, making your own engine you will always be comfortable.
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My site http://darkcrest.my-php.net/forum/
Currently making; Game Engine 3D MMORPG http://darkcrest.my-php.net/forum/ ![]() Last edited by SilverWolf276; 03-28-2008 at 06:47 AM. Reason: my sig! |
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#9 (permalink) |
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Sonic’s Milkshake
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XSI is an excellent idea but you don't buy the 2 to 7 thousand dollar license. XSI UI is a little more complicated that 3ds and maya, but for movies and animation xsi developer tools are meant for industry standard, and professionals. For it's price anyways.
I suggest http://www.softimage.com/products/modtool/ XSI mod tools are excellent if you want to work in xsi. |
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#10 (permalink) |
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Samus' Girdle
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That is why it is under bigger projects.
Neverwinter SILO? Heard some good things about that. In replacement to Zbrush there is MudBox by Autodesk, which has a better UI although no 2D capabilities. Cinema4D I could go on and on...
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Currently making; Game Engine 3D MMORPG http://darkcrest.my-php.net/forum/ ![]() |
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