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  Level Design Features


 Level design features and tools:

Fast Convex Solid Geometry creation.
Convexity creates all of its walls, doors, windows and floors etc. in convex pieces suitable for game engines. Convexity's convex decomposition algorithm is one of the fastest and most efficient in the world. Therefore levels created with Convexity will get the most out of a game engine while keeping the collision detection slow downs to a minimum.

All of Convexity's architectural features also apply to game designers.
Since most game levels contain buildings, the architectural features of Convexity will help you produce levels faster and easier than with any other package.

Map and VMF Exporters
Exports to the Valve .map and .vmf formats with entity, texture and full UVW supported. Integrates with Convexity's File Runner so third party tools can be run automatically on the exported file. For example, Torque's Map2DifPlus compiler can be automatically run on an exported .map file and the .dif file which is created placed into the appropriate folder.

3D Game Studio A6/A7 (.wmp) Exporter
Can export entities, groups, textures and mapping. A custom WED.fgd file was created for Convexity so that models, lights, paths, sounds, sprites, positions, terrains and map entities could be placed in your 3ds max® or viz® scenes using Convexity's Entity Toolbar.

File Runner
File Runner is a tool designed to sequentially execute command line operations, and thus it can run any application which Microsoft Windows® can run. It is also able to run MAXScripts or use the MAXScript language in its command lines. The primary purpose is to run compile and editing tools for game engines. It gives the user the ability to carry out operations on an exported file and integrates fully with the Map Exporter, WMP Exporter and Convexity Configuration.

Convex and Mesh Output modes
Convexity can output its walls and floors etc. in either game engine compatible Convex mode or in Mesh mode. Users can switch between one mode or the other at any time. Mesh mode is faster to output and display in max's viewports but is not as compatible with game engines and cannot export to the .map, .vmf or .wmp formats.


Entity Toolbar
This creates game entities from standard game definition files (.fgd), including Half-Life 2 based .fgd files which can be exported with the .map exporter. Multiple entities of the same class can be edited at once using Convexity's Entity Properties window.

Scene Checker
Checks all objects in the scene to see if they are game engine compatible i.e. convex. If a non-convex object is found, scene checker can correct it where possible by wrapping the object to form it's convex hull. Duplicate objects can also be checked for.

Terrain tool
Convexity's Terrain Tool (also called Mesh to Convex) converts complex mesh objects into convex pieces. Its primary purpose is in creating Terrains for game engines that only work with convex solid geometry.

Creates pipes, tunnels, domes, wires or any other loft or lathe type object in convex pieces suitable for game engines.

Isolation Manager
The Isolation Manager gives users the ability to name bounded areas within their scene and then quickly isolate them when working. For example you could quickly hide all but the second floor of a building or Isolate one building in a City etc..

Lighting tools
Convexity's Lighting tools aid in the realistic lighting of a scene. The tools contain advanced forms of light selection and modification. They also include tools to create bounced lights which can be exported to game engines and which render faster than max's Light Tracer etc. These can be very useful when creating lighting for game engines that do not have their own automatic bounced light such as 3D Game Studio etc..

Point File (.pts) Viewer
Loads standard .pts files as created by bsp compilers like Half-Life's hlbsp etc. and displays a line showing where light has leaked from a level during the compile process.


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