DShiznit wrote:
I've recently been combining DIF buildings with DTS details, much like Valve has done for years. Would this not be an acceptable application of the format?
What it's not really intended for is scattered models in an outdoor environment instead of sprawling indoor complexes. It still works fine, but normal old mesh models work just as well if you don't need the benefits of the BSP.
[edit]
Also, T3D 1.1 Beta 3 should support the export of DIF interiors to Collada. Hopefully everyone is relieved by this (looks at Kerm + DShiznit). (http://www.garagegames.com/community/forums/viewthread/93301/3#comment-637253)
Matt Fairfax wrote:
Sorin,
Interiors/DIFs can only be created in a custom CSG editor like Constructor, Hammer, or Quark and must be built out of closed, convex, volumes which is extremely limiting for most modern game development.
There currently isn't a good way to move your Interior/DIF geometry from one of the CSG editors into a more general 3D modeling application like 3D Studio Max, Maya, XSI, Houdini, Blender, Gamespace, Milkshape, etc. There are a few applications/plugins that attempt to help with this conversion (usually converting from a .map format) but most, if not all of them will lose your texturing info along the way and will also leave you with a mesh that you have to spend a lot of time optimizing (like removing hidden surfaces).
The Interiors->Collada export allows you to take an optimized version of the Interior (which is what gets generated during the Constructor and/or map2dif exporting process) and output that with all of the correct texturing info into a Collada file that you can import into pretty much all 3D modeling applications.
This will allow you to use that mesh as a general polysoup shape and to take full advantage of curves, higher polycounts, and non-convex, non-volumetric shapes.
When combined with the Portal and Zone level objects that will ship with Beta 3, this means that you can effectively move completely away from CSG geometry. For now those Portal and Zone objects will have to be hand placed by the artist in the World Editor to match the set up that was in the Interior file. At some point it may be possible to automate that part.