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Interior Guide Pack
Interior Guide Pack
| Name: | Apparatus | ![]() |
|---|---|---|
| Date Posted: | Sep 06, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Apparatus |
Blog post
I noticed that the official documentation (or any documentation for that matter) is many times overlooked and people are looking for shortcuts, trying many tricks to save time. Dif /interior making came to my attention lately in this regard, so I decided to pick up Constructor and give it a test. My point is to prove that Constructor is not only production ready but also fun. And it is; if you have some tricks in your sleeve the interiors can come out really nice and fast; Add static shapes decals, a couple of dts models for transparency or for the sake of detail and you have a go; Valve is using this method with success so why won't we? I mean, bsp is cheap, has lightmaps (and aoc lately), better collision information.. so why not?
Now, I know it ain't easy to make round shapes and intricate arches. But that doesn't mean is impossible. And when you really need something ultra curved and super round, you can always use the dts shape instead.
Here's a very light comparison chart, Torque Constructor versus Valve's Hammer:
Hammer has :
a. support for transparency (talking about bsp brushes here)
b. decal support (no need for extra geometry)
c. many many years of product life tested by thousands of community members.
Torque Constructor can do pretty much the same (if not better) - let's not forget LOD available for DIFs - and come up with about the same results.
a. transparent areas can be replaced by dts shapes
b. decals can be created with dts shapes as well at no significant cost (if you don't go crazy about 'em)
c. Constructor is a very young product so let's talk in a few years.
Probably the only thing Constructor can't do right now is level design the hard way - a full level exported directly in torque. But that's not such a big thing since torque has terrain support and is a lot better than Valve's so far.
So let's see what can we come up in a guide for those out there looking for a shortcut (or a nudge to pick up Constructor already):
Creating a simple DIF object, setting up materials, export configurations, using shapes and reference shapes. A few highlights in the 'this is not how it's supposed to be done' area maybe, you know, the usual. Constructor has this Lightwave feel to it and some people are consfused about it's purpose in life - let's be clear about it, it is not a high end 3d modeling program, it is a BSP editing app. For those unsure about BSP, please look up binary space partition on the web - a good read from the infant days of the industry : )
Sounds easy and fun. I think we need more guide packs around here to make people more interested in what's going on. Content is easy to find/come up with - custom content is what most people are looking for. And the best way to achieve that is to grab the tool and do it yourself. Come on, it ain't that hard. There was a time only genius freaks could make a textured sphere. Now any programmer can steal the artist's job with the aid of today's tools.
So here's what I am working on: a warehouse (shots below) and an airfield hangar (no shots now). I am trying to showcase Constructor and also show that with a well thought initial design, things can really speed up and the results can be nice.

Light tweaks ~ export your dif with custom light information

Interior shot ~ nice looking sky through those windows

Decals! Red Team spawns here...

More decals! the transparent catwalk is a dts shape
You can pick up constructor right now and give it a try.
Apparatus
Now, I know it ain't easy to make round shapes and intricate arches. But that doesn't mean is impossible. And when you really need something ultra curved and super round, you can always use the dts shape instead.
Here's a very light comparison chart, Torque Constructor versus Valve's Hammer:
Hammer has :
a. support for transparency (talking about bsp brushes here)
b. decal support (no need for extra geometry)
c. many many years of product life tested by thousands of community members.
Torque Constructor can do pretty much the same (if not better) - let's not forget LOD available for DIFs - and come up with about the same results.
a. transparent areas can be replaced by dts shapes
b. decals can be created with dts shapes as well at no significant cost (if you don't go crazy about 'em)
c. Constructor is a very young product so let's talk in a few years.
Probably the only thing Constructor can't do right now is level design the hard way - a full level exported directly in torque. But that's not such a big thing since torque has terrain support and is a lot better than Valve's so far.
So let's see what can we come up in a guide for those out there looking for a shortcut (or a nudge to pick up Constructor already):
Creating a simple DIF object, setting up materials, export configurations, using shapes and reference shapes. A few highlights in the 'this is not how it's supposed to be done' area maybe, you know, the usual. Constructor has this Lightwave feel to it and some people are consfused about it's purpose in life - let's be clear about it, it is not a high end 3d modeling program, it is a BSP editing app. For those unsure about BSP, please look up binary space partition on the web - a good read from the infant days of the industry : )
Sounds easy and fun. I think we need more guide packs around here to make people more interested in what's going on. Content is easy to find/come up with - custom content is what most people are looking for. And the best way to achieve that is to grab the tool and do it yourself. Come on, it ain't that hard. There was a time only genius freaks could make a textured sphere. Now any programmer can steal the artist's job with the aid of today's tools.
So here's what I am working on: a warehouse (shots below) and an airfield hangar (no shots now). I am trying to showcase Constructor and also show that with a well thought initial design, things can really speed up and the results can be nice.

Light tweaks ~ export your dif with custom light information

Interior shot ~ nice looking sky through those windows

Decals! Red Team spawns here...

More decals! the transparent catwalk is a dts shape
You can pick up constructor right now and give it a try.
Apparatus
Recent Blog Posts
| List: | 11/04/08 - Kork 2.0, halted work 09/24/08 - Constructor Pipeline (I) 09/23/08 - Interior Guide Pack Free Download 09/23/08 - Kaboom! Pack for TGEA 09/15/08 - About Constructor 09/11/08 - Interior Guide Pack Released 09/10/08 - Associate Rant 09/08/08 - Interior Guide Pack update |
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Submit your own resources!| Rubes (Sep 06, 2008 at 21:50 GMT) |
| Kory James (Sep 06, 2008 at 21:53 GMT) Resource Rating: 5 |
Kory
| Apparatus (Sep 06, 2008 at 22:01 GMT) |
edit:
it was marked 'read' for some reason and I missed it. Nice textures link! (I just replied btw)
Edited on Sep 06, 2008 22:02 GMT
| Kory James (Sep 07, 2008 at 00:52 GMT) Resource Rating: 5 |
thanks is this just TGE or TGEA?
| Netwyrm (Sep 07, 2008 at 02:59 GMT) |
| Morrock (Sep 07, 2008 at 04:12 GMT) |
I've got to agree, Constructor is a great under-appreciated tool. I'm 100x better with it than dts modelling, and with it you can make some awesome stuff in not too much time.
| Stephan (viKKing) Bondier (Sep 07, 2008 at 07:07 GMT) |
Wouldn't it be the time for a windows pack as well? ;-)
| Apparatus (Sep 07, 2008 at 08:53 GMT) |
| Florian (Sep 07, 2008 at 18:17 GMT) |
nice idea for the pack! Also some great work on the models. Nice textures.
A question tough, are these TGEA or TGE shots? (I'm guessing TGE)
And with the windows, do you get transparanty issues? Like you can't see DTS shapes trough the windows?
EDIT: oh yeah, forgot to ask, I see the decals you have are placed in-game.
What's your opinion about using static shapes in constructorVS placing the decals in-game?
Are there pro's and con's?
Edited on Sep 07, 2008 18:21 GMT
| Apparatus (Sep 07, 2008 at 18:30 GMT) |
~ there are no transparency issues with the dts, nor any other material related issues as long as it is a static shape. You can place the dts shapes in constructor and export that way but lightmaps will affect the dts probably so yes, there might be issues; you can however use dts reference shapes (they don't get exported) and place them manually in torque. It may sound tedious but is not, considering the results. So, the best pipeline is using reference shapes; If however you have something in there you need better lightmaps info (including on the dts) you could do that ~ beware the relighting times though.
| Michael (silentMike) Hall (Sep 08, 2008 at 20:47 GMT) |
For all of the negative comments about Constructor lately, you sure can make it look good!
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