The Level Production Pipeline

October 19, 2009

After one week of testing and writing scripts for the level production pipeline, we finally come to a first version that is working well. We use Maya 2008 as level editor and created some scripts to make editing easier and more efficient. The Editor is split in two parts:

The Block Editor

The block editor is use two create so call blocks for the track editor.

Shelf_BlockEditorThe picture shows the shelf for the block editor. The left two buttons will be explained in another post. The other buttons are to insert platforms in different sizes into the scene. The shelf is automatically filled with buttons by scanning a define folder for maya files with this different sized platforms in it.

global proc TheBallBlock() {
 global string $gBuffStr;
 global string $gBuffStr0;
 global string $gBuffStr1;

 string $tempDir = "D:/WS09_The_Ball/Production/Model/Element/Boxes//";
 string $blocks[] = `getFileList -folder $tempDir -filespec "*.mb"`;

 for ($i in $blocks)
  string $block = `substitute ".mb" $i ""`;
  string $short[];
  $numTokens = `tokenize $block "_" $short`;

  if($short[0] == "Box")
    -enableCommandRepeat 1
    -enable 1
    -width 34
    -height 34
    -manage 1
    -visible 1
    -preventOverride 0
    -align "center"
    -label $block
    -labelOffset 0
    -font "smallFixedWidthFont"
    -imageOverlayLabel $short[1]
    -image "commandButton.xpm"
    -image1 "commandButton.xpm"
    -style "iconOnly"
    -marginWidth 1
    -marginHeight 1
    -command [Here has to be the command to import maya files]
    -sourceType "mel"
    -actionIsSubstitute 0;

This is a part of the script to fill the shelfs with buttons. The next picture shows a “turn block”.


The Track Editor

The track editor uses the blocks out of the block editor to create a track.


The picture shows the shelf for the track editor. The three buttons on the right show block elements that can be inserted currently. This shelf is also automatically filled with buttons by scanning a folder for the blocks created before. It also loads a picture of the block into the button, but this pictures have to be made by hand. In difference to the block editor the elements of the track editor are imported by reference ad instance. This makes it possible to make slight changes in the blocks without having to build all the tracks new to update the block elements. The next pictures shows a simple track created with our current block elements.


An in-game movie coming soon, with a new texture design.


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