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Plan for Leadwerks
Plan for Leadwerks
| Name: | Leadwerks | |
|---|---|---|
| Date Posted: | Nov 10, 2005 | |
| Rating: | 3.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Leadwerks |
Blog post
3D World Studio and Torque (Cartography Shop 5)
First, let me say hello to the Torque community. This is my first Plan, and I hope you find it useful.
3D World Studio is the new version of my map editor, Cartography Shop. I realized early on that I wanted the new editor to support many engines out-of-the-box, unlike its predecessor, which relied on many third-party plugins. During the process of integrating Torque into the workflow, I have learned much about this engine, and have come to appreciate its power and elegant design.
Brushes
The first phase I integrated was simple brush export. This is acheived using a .map exporter preset to call a map2dif compiler, included with the program. Of course, you can use your own custom copy of map2dif, or change the export options. I put a lot of work into making sure texture mapping coordinates translated 100% to Torque. Textures are automatically copied to the output directory.
Meshes
One of the important new features is support for referenced meshes, ala UT2004 staticmeshes. I have found these to be invaluable when building anything more than simple BSP scenes. I'm presently working on .dts import, which allows you to create instances of a .dts mesh in the map. After I am satisfied with the .dts import, I am adding .mis export, alongside the .map/.dif export. This will export a .map, compile it into a .dif, then save a .mis file listing the .dif to load, along with all .dts meshes that occur in the scene. It's a complicated task, but I think the end results will be worthwhile.

Entities
3D World Studio supports the main Torque light entity classes. Use the lightmapper to get a preview of your lighting, without having to launch Torque. A Torque light entity definition file is included, and is being added to, to make a complete entity definition file, listing all Torque entity classes.
Terrain
I won't say much about terrain yet, because I am just finishing it up in the editor. However, it is my intention for 3D World Studio to integrate with Torque as closely as possible, including terrain. I'll definitely keep you updated as more information becomes available. One cool feature is you can paint meshes right onto the terrain. You'll soon be able to select a .dts mesh like these grass clumps, paint them onto the terrain, and export a .mis file with all meshes positioned and oriented.

Further Integration
I'm in the process of adding a Torque viewer to include with the editor. This is not really a necessary option, but it's just an extension of the new "out-of-the-box" philosophy. It's pretty neat to be able to export a .dif in one step, launch the map in Torque straight from the editor, and have everything look the same in engine and editor. Exit Torque, go back and change a light setting or entity placement, and launch it again to see how your changes affect the engine. Ah, takes me back to the old days of Worldcraft and Quake editing.
www.leadwerks.com
3D World Studio is the new version of my map editor, Cartography Shop. I realized early on that I wanted the new editor to support many engines out-of-the-box, unlike its predecessor, which relied on many third-party plugins. During the process of integrating Torque into the workflow, I have learned much about this engine, and have come to appreciate its power and elegant design.
Brushes
The first phase I integrated was simple brush export. This is acheived using a .map exporter preset to call a map2dif compiler, included with the program. Of course, you can use your own custom copy of map2dif, or change the export options. I put a lot of work into making sure texture mapping coordinates translated 100% to Torque. Textures are automatically copied to the output directory.
Meshes
One of the important new features is support for referenced meshes, ala UT2004 staticmeshes. I have found these to be invaluable when building anything more than simple BSP scenes. I'm presently working on .dts import, which allows you to create instances of a .dts mesh in the map. After I am satisfied with the .dts import, I am adding .mis export, alongside the .map/.dif export. This will export a .map, compile it into a .dif, then save a .mis file listing the .dif to load, along with all .dts meshes that occur in the scene. It's a complicated task, but I think the end results will be worthwhile.

Entities
3D World Studio supports the main Torque light entity classes. Use the lightmapper to get a preview of your lighting, without having to launch Torque. A Torque light entity definition file is included, and is being added to, to make a complete entity definition file, listing all Torque entity classes.
Terrain
I won't say much about terrain yet, because I am just finishing it up in the editor. However, it is my intention for 3D World Studio to integrate with Torque as closely as possible, including terrain. I'll definitely keep you updated as more information becomes available. One cool feature is you can paint meshes right onto the terrain. You'll soon be able to select a .dts mesh like these grass clumps, paint them onto the terrain, and export a .mis file with all meshes positioned and oriented.

Further Integration
I'm in the process of adding a Torque viewer to include with the editor. This is not really a necessary option, but it's just an extension of the new "out-of-the-box" philosophy. It's pretty neat to be able to export a .dif in one step, launch the map in Torque straight from the editor, and have everything look the same in engine and editor. Exit Torque, go back and change a light setting or entity placement, and launch it again to see how your changes affect the engine. Ah, takes me back to the old days of Worldcraft and Quake editing.
www.leadwerks.com
Submit your own resources!| Jesse (Midhir) Liles (Nov 10, 2005 at 02:24 GMT) |
| Chris \"C2\" Byars (Nov 10, 2005 at 02:32 GMT) |
| Ray Noolness Gebhardt (Nov 10, 2005 at 02:40 GMT) Resource Rating: 1 |
Edited on Nov 10, 2005 02:41 GMT
| Ray Noolness Gebhardt (Nov 10, 2005 at 02:41 GMT) Resource Rating: 1 |
| Josh Williams (Nov 10, 2005 at 03:05 GMT) |
| David Montgomery-Blake (Nov 10, 2005 at 03:15 GMT) Resource Rating: 5 |
| Keith Bores (Nov 10, 2005 at 04:11 GMT) |
| Jesse (Midhir) Liles (Nov 10, 2005 at 04:11 GMT) |
Edit: And, I still fully plan on buying constructor when it comes out. But it's not out yet ;)
Edited on Nov 10, 2005 04:14 GMT
| David .NfoCipher. Bunt (Nov 10, 2005 at 05:39 GMT) |
| Leadwerks (Nov 10, 2005 at 06:25 GMT) Resource Rating: 3 |
| David .NfoCipher. Bunt (Nov 10, 2005 at 06:49 GMT) |
| Chris (Nov 10, 2005 at 06:58 GMT) |
| David .NfoCipher. Bunt (Nov 10, 2005 at 07:21 GMT) |
Anyways, if you flat out refuse to compile useful things on Linux, then I really have no use for the product/project. Potential customer lost, so I'll go elsewhere. Of course, if no one complains nothing get's done. So maybe at some point in the future Leadwerks will pick up a Qt book and start churning out cross-platform happy stuff. Until then, enjoy the window into my head..
| Thomas \"Man of Ice\" Lund (Nov 10, 2005 at 07:24 GMT) |
For me, I've always liked what I can get now over "whats comming sometime up ahead". Not dizzing GG for their efforts on Constructur, but I can buy this now - and it works - and is battle tested. And its way way more productive than Quark in the hands of someone like me :-D
| Clint S. Brewer (Nov 10, 2005 at 08:26 GMT) |
edit: thought I'd try it again: d'oh seems a bit buggy still? the tool tips are doing odd things, when you mouse over them it seems to change the text that belongs to the icons. Try mousing over the carve, hollow, slice, extrude group going left to right, then back from right to left. small problem, but a bit confusing for a new user
Edited on Nov 10, 2005 08:36 GMT
| Chris (Nov 10, 2005 at 09:05 GMT) |
@ Clint, never experienced anything like that. Might try reinstalling.
| David Tiernan (Nov 10, 2005 at 14:43 GMT) Resource Rating: 5 |
One thing always comes to mind when people get into heated comparisons. (not picking on anyone here) Tim Aste which I am sure everyone here can say does incredible artwork, he works with several 3d applications not one single one. Keeping that in mind it is best off to own both 3DWS and Constructor.
One incredible feature I read Josh is planning on adding as well will be a geometry check button to check it against bsp rules and highlight any brushes you made bad. When this comes about the compile errors will be cake to track down.
I suggest if you are unsure about 3DWS to check out the forums, there you will be able to see just what is being done.
Great work Josh and thanks for the wonderfull software.
| Johnny Hill (Nov 10, 2005 at 16:13 GMT) |
A Well establish product, and supported. Plus the author is willing to add features and enchancements that he doesnt really have to but he does because he supporting something he feels is another great product.
So yeah Iam buying 3D world studio, and whenever constructor comes maybe it will have something I need :) dont know until it does.
| Matt Huston (Nov 10, 2005 at 17:13 GMT) Resource Rating: 5 |
| Jameson Bennett (Nov 10, 2005 at 18:26 GMT) |
Thanks for the reply.
| Leadwerks (Nov 10, 2005 at 18:50 GMT) Resource Rating: 3 |
Edited on Nov 10, 2005 18:51 GMT
| Josh Williams (Nov 10, 2005 at 23:51 GMT) |
I just noticed again that you haven't bought a Torque license yet. Just so you know, we granted you a license just now. Hopefully this will be helpful as you work on 3DWS and Torque-compatible features. :) The license also grants you access to the private Torque SDK forums, which can be a big help if you have questions. And hey, if you ever want to make a game in the future, now you're set. ;)
Edited on Nov 11, 2005 00:02 GMT
| Leadwerks (Nov 11, 2005 at 00:03 GMT) Resource Rating: 3 |
| Chris (Nov 11, 2005 at 00:42 GMT) |
| Mark Barner (Nov 12, 2005 at 17:51 GMT) |
Quote:Just like I use several modeling programs and several game engines. Depends on what I want to use or is best to use at that time. I plan on buying both 3DWS and Constructor in the future. I will still use QUARK also.
Tim Aste which I am sure everyone here can say does incredible artwork, he works with several 3d applications not one single one. Keeping that in mind it is best off to own both 3DWS and Constructor.
I think it is very awesome of GG to give a license to Leadwerks to help in development of their product. Alot of people have stated that they would buy both programs. Hopefully together this will fill the void of the .map/.dif editing of Torque that has had people complaining about for several years.
Best of luck to GarageGames and Leadwerks in development of their programs. Hopefully this will lead to some awesome games made with Torque and more of them completed.
edit:spelling
Edited on Nov 12, 2005 17:54 GMT
| Robert Stewart (Nov 15, 2005 at 19:22 GMT) |
| Pete Goodwin (Aug 16, 2006 at 11:34 GMT) Resource Rating: 5 |
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3.8 out of 5


