from the thread about it:
About the tools I used,
Blitz3D, ... obviously, ...but in conjunction with the TOKAMAK physics library which really adds
a lot to the game, and this is thanks to the Sweenie's wrapper ...
3DSMax(R3), I use this since 1999-2000 when I very first started to
work on digital graphics/media (I started doing this game in 2002 ... holy god! :)
For lightmapping I used LightBulb, this was the first lightmap utility for Blitz3D but when I finished
lightmapping my levels it showed up Gile[s] and I would advice you to use this last one for lightmapping ...
Although, if you get a newer version of MAX (say R5 or later), there is a max-pipeline to export directly in
B3D format and you can also use the built-in lightmapping utilities from MAX in your levels, but then again, don't
pay too much attention to the tools, it is all a matter of HOW you USE A TOOL and the experience you have with it ...
About Music, ... I didn't make the music, mostly is a donation from 3 guys that you can find in the "Credits".
About the tools I used,
Blitz3D, ... obviously, ...but in conjunction with the TOKAMAK physics library which really adds
a lot to the game, and this is thanks to the Sweenie's wrapper ...
3DSMax(R3), I use this since 1999-2000 when I very first started to
work on digital graphics/media (I started doing this game in 2002 ... holy god! :)
For lightmapping I used LightBulb, this was the first lightmap utility for Blitz3D but when I finished
lightmapping my levels it showed up Gile[s] and I would advice you to use this last one for lightmapping ...
Although, if you get a newer version of MAX (say R5 or later), there is a max-pipeline to export directly in
B3D format and you can also use the built-in lightmapping utilities from MAX in your levels, but then again, don't
pay too much attention to the tools, it is all a matter of HOW you USE A TOOL and the experience you have with it ...
About Music, ... I didn't make the music, mostly is a donation from 3 guys that you can find in the "Credits".