I searched around the net for information about the game, and found some alpha screenshots of the game.
I wonder if you could talk a bit about how you moved the AM patch models to the Playstation poly models. Did you just export them to DXF or similar? Did you decipher the MDL and ACT (or PLY and MOT) files? How did you preserve texturing, decals, information like specular shine?
I’m thinking there should be more screenshots coming up - we’re getting really close to final on some levels, and the art is looking a LOT better… we’ve had a little trouble keeping the marketing machine happy, though - they want a constant stream of hi-res renders…
In regards to moving AM models into the PS2, we spent about a year and a half creating what we call a “filter chain” - it’s basically a set of applications which allow us to get objects into our engine from a number of different applications. The idea was to not tie the artists to one particular package for content creation. Even though we have this freedom, most people create objects either in AM or Maya - with AM being used for characters and world “objects” and Maya typically being used for levels. Now, when I say “Maya” what I’m really referring to is a set of tools that we’ve created to run inside of Maya - we don’t really use the “off the shelf” version (does anybody?).
Animations are exported from AM via a format called KFM. KFM’s are clumsy and don’t carry over a lot of things that we’d like - they tend to mess up some of the subtlety of the animations and they don’t carry over smartskinning - so for the future, we’re looking into some other ideas.
There are some exporters out there for AM that will allow you to bring UV information out of AM and into anything that can read that information - mostly, I’m referring to OBJ exporters that also export an MTL file. I’ve brought objects into Maya and LW with very little problem in the OBJ format - about all the work you have to do is reset the texture paths and you’re golden.
JoeW



