Tools pipeline
Overview
This page has been created to list the tested tool chain for every path in art. It's important to note that this page lists what has been tested with real models starting from the 3d tool up to addition in game. This guide needs to be updated!
Characters
New characters follow the table below. Existing characters with a rig and animation have to be edited in the application they have been built originally.
Geometry + UV
Maya -> obj -> 3dsmax
Maya -> obj -> Blender
Blender2.49 -> cal3d cmf in game (not supported on blender 2.5x)
3dsmax -> cal3d cmf in game
Rigging + Animations
Maya, not supported. Blender, -2.49 -> cal3d caf in game (script don't work on 2.5) -2.5 -> some testing on exporting Collada -> 3DSMAX -> cal3d (need to be more improved
3dsmax -> cal3d caf in game
Items
Existing items can easily be ported to different tools with obj format and edited.
Items which needs to be rigged/weighted with the character follow the same rules of the chapter "Characters" above. Examples: A sword, a helmet, a bracer are not rigged with the character. A hair set, a robe, a plate mail torso are rigged with the character.
Geometry + UV
Maya -> obj -> 3dsmax Maya -> obj -> Blender
Blender (including blender 2.5x) -> obj -> 3dsmax 3dsmax -> maxscript exporter -> meshfact in game
Blender2.49 -> blend2cs -> meshfact (not supported on blender 2.5x but under developpement by CS team)
Levels
Existing levels should be edited in the original application those were built in. It's possible to export in obj a part of the level and have it edited in another tool, then import it back, but this process is not preferred.
Geometry + UV
Maya -> obj -> 3dsmax -> maxscript exporter -> world in game Blender(including blender 2.5x) -> obj -> 3dsmax -> maxscript exporter -> world in game
3dsmax -> maxscript exporter -> world in game Blender -> blender2cs -> world in game (not tested for blender 2.49 and not supported on blender 2.5x but under developpement by CS team)
Dynamic Lights
Dynamic lights are the ones for the crystal and for lanterns that change intensity during the day based on the time change or an event.
Those are exported in a PS specific XML format.
Maya -> not supported Blender 2.49-> not tested Blender 2.5x-> Not supported
3dsmax -> maxscript for lights -> world in game