I noticed after reading Angel's document "Creating Skeletons and Creatures in 3DSMAX 3.0 for the Angel creature library.", that the devs used multiple OSes during the development process. They also used a network server to save a shared build of the game it seems
"2. Get the NT game viewer if you are running under WINNT and 98 game viewer if you are running under Windows98. Place them in your game export folder in your projects directory on the network."
Something interesting
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Something interesting
Last edited by aaro4130 on Tue Oct 14, 2014 4:01 pm, edited 1 time in total.
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Right. people don't know what this document is XD Here is the overviewsnip
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You posted this here yesterday, but it's good to have made a topic about it now.
Looks like you've got this document in a certain way; it isn't, so to say, available for everyone, right? Well, all what it says looks like the normality in the work process of software developers. Is this "AGE" the name of MC1, MM1 and MM2 game engine? So, they used 3dsMax 3.0 to create the animation assets like those of the pedestrians?
Good research work, anyway.
Looks like you've got this document in a certain way; it isn't, so to say, available for everyone, right? Well, all what it says looks like the normality in the work process of software developers. Is this "AGE" the name of MC1, MM1 and MM2 game engine? So, they used 3dsMax 3.0 to create the animation assets like those of the pedestrians?
Good research work, anyway.
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AGE is the engine name for MM1, MM2, and MC1's engine but this document specifically outlines procedures for MM2. Quite interesting actually
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