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Torque Sculptor

Torque Sculptor
Name:Kevin Erkelenz
Date Posted:Jan 12, 2007
Rating:2.0 out of 5
Public:YES
Comments:YES
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Blog post
Good evening my fellow game developers,

It has been a long schoolday for me and I am pretty tired so I will try to keep this short! :)
I have come up with something that might be of interest to some people - including myself of course.

GG really made a good move in putting the word "Torque" in front of every developer product like Torque Game Engine, Torque Shader Engine (now Torque Game Engine Advanced or TGEA), Torque Gamebuilder, Torque Showtool Pro, Torque Constructor and there are two things that I want to create in the future:

The one that I will start in the next couple of days is a tool called Torque Sculptor, the name is just brainstormed and the name may be self-explanatory to some of you but just in case you can't think of anything it is a Torque-based modeling program, the fact that it will be made in Torque, like TSTP, TGB and Constructor, has one major advantage - What You See Is What You Get (WYSIWYG). Many of you will now think "well a single 15 year old programmer doesnt have the potention nor the experience to make this, I'll stick with Blender/Milkshape/XSI/Mojo/Maya/etc." - this may be true, but I need to experience that myself and I really think it's worth a try to make a modeling program with Torque that uses the *.dts format as it's native!

A lot of Ideas are floating through my head and now to my other little project that I don't think I can quite do yet due to lack of skill: :(

An add-on to the Torque Engine called Torque Physics Engine (TPE), an easy-to-install and also made in Torque physics Engine with a lot of potential. Of course I am not thinking about doing this alone, no I want to do both projects with this community here and maybe even build an all-volunteer team (both projects are supposed to be free).

Anyways these are my ideas and tell me what you think! :D

Have a great one,
-Kevin

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Joshua Dallman   (Jan 12, 2007 at 08:09 GMT)
Torque Constructor will be the ultimate Torque modeling program. I've seen it, it's brilliant work and unbeatable. Physics for Torque has also had a dedicated programmer for some time and is about to be released. Torque-based stuff like that is hard to beat as we're usually one step ahead :)

Now GAMES on the other hand, games we are quite hungry for. If made with Torque, all the better. Make them small, fast, and fun. Put all that energy into building a partner or two to make a game with, prototype some stuff, and I think you could come up with something great. Phantasia is an example of a game that was made in 5 weeks, it has been published in our game store.

On the other hand, if you're dedicated to doing those as projects, all the more power to you, you can definitely learn a lot by doing such projects.


Edited on Jan 12, 2007 08:11 GMT

Rafael A. Rico Gonzalez   (Jan 12, 2007 at 12:22 GMT)
Joshua, what type of product is "Physics for Torque". It's for TGE, TSE, TGB ?

Fabio Daniel "Sagaz"   (Jan 12, 2007 at 13:45 GMT)
As I understood, this Torque Sculptor is not intended to be a modeler like Constructor (BSP I think), but a modeler like 3ds Max or Blender. In this case, they will be completely different tools.

But I did not understood about what will be this Torque Physics Tool. Something like a physics plugin to improve Torque physics? Anything like a ready-for-Torque ODE? If so, this will be a GREAT tool. Anyway... go on! I'm not ap rogrammer to help you, but I hope you have success on this work!

Jeff Murray   (Jan 12, 2007 at 15:14 GMT)
For sure ... Torque physics Engine would be the BEST thing for the community. We're all banking on Constructor taking the lead on Torque 3d modelling.

If ODE could be crow-barred into Torque fully working, or a simliar physics solution in-place we'd all be laughing. I long for ODE when I have to deal with Torque car physics! ewww!

Good luck with your projects - hope to see that Torque physics Engine storming Torque games into the future!!

Pisal Setthawong   (Jan 12, 2007 at 15:24 GMT)
p.s. Though I don't really think it would be useful to create a modeling software (Torque Sculpter) to create a native DTS format, I do agree it has educational merit. A good background on 3D Computer Graphics and Mathematics is off-course a good preliminary.

As many other people stated here, Physics is a part that would be of interest. However before going on, it might be a good idea to try the platform to a certain level before thinking about tools. Usually good tools are created when people work on projects and find trouble with it, and then make additional tools or changes to help them. It doesn't really work as well the other way around, so just wanted to add that as food for thought.

Fucifer   (Jan 12, 2007 at 16:14 GMT)
"Torque Constructor will be the ultimate Torque modeling program. " What do you mean by this? Everything I have read say it is a BSP.

mb   (Jan 12, 2007 at 16:54 GMT)
"Torque-based stuff like that is hard to beat as we're usually one step ahead"

except he said his version is meant to be FREE... beat that :D
good luck btw, its not gonna be easy, it's good experience anyways

Bardur Mikladal   (Jan 12, 2007 at 21:13 GMT)
Constructor is BSP.... So having Torque sculpter is a whole different application.. it'll be like Max/Maya/XSI/Milkshape/Lightwave/Blender/Hudini/.... etc etc
Where as Constructor is a BSP editor like Valve Hammer editor/Quark/UTlevel editor and so forth

Regards

Havard Sjovoll   (Jan 13, 2007 at 01:45 GMT)
i really look forward to your project as i look at constructor as the 3d-engines answer to duke nukem forever now. not to be rude towards garagegames, but i think they should have been a little more "open" towards their community when it comes to constructor. it seems that a lot of people are getting tired of waiting for this "incredible" tool now and are looking towards other engines. i still wait for it, but i still think garagegames could have been a little more "open" about it!

my 2 cents...

Marcus   (Jan 13, 2007 at 03:35 GMT)
I am surprised that many people don't understand the difference between a 3D modeling program and a level editor.

Kevin Erkelenz   (Jan 13, 2007 at 03:49 GMT)   Resource Rating: 5
First of all, thank you all for your kind words and to eliminate certain misunderstandings and to make it easier to understand - Constructor is a BSP modeling tool to create bigger, less detailed things like Buildings etc. (.dif in Torque), Sculptor will be a polygon modeling tool like MAX/Maya/Milkshape/Blender/etc. with the difference that it is free and that it does not require an export (saves UV remapping and other small but tedious issues).

The Torque physics engine is a "3rd party" physics engine like Havoc, Newton and others except that the first release will not be able to compete with Havok's feature list at all, but with the price - it is also free.

The reason I am planning on making those two projects free is that first of all I want to gain experience by actually creating something so complex by myself or most likely with a team for TPE and also to make a name for myself among the Torque users and maybe to get a scholarship after High School xD

If you have any ideas for features for each one of these projects, please feel free to mail them to me as detailes as you may like or just post them here as a comment - k.erkelenz@af1designs.com

Thanks,
-Kevin

Jonathon Stevens   (Jan 13, 2007 at 06:24 GMT)
Good luck and sounds like some good projects Kevin. Only thing I would say is that you probably can't call what you make 'Torque ..." as I'm sure GG has the name "torque" in reference to game development sealed up tighter than a witche's... well.. you get the point.



Kevin Erkelenz   (Jan 13, 2007 at 18:44 GMT)   Resource Rating: 5
Yes I've thought about that before but I think if I make them free, get a license of some sort and put them on the GG website then maybe they will let me use those names :)

Jameson Bennett   (Jan 14, 2007 at 17:54 GMT)
The physics engine integrations have been done already several times as resources and on the forums. Digging around will get you mostly there. You will need to tune the networking but it is very possible if you are a relatively proficient c++ coder. Tips: Keep your eye on rounding errors across the network (these require clever work-arounds) and heavily use the auto-disabling feature of your specific engine for objects out of scope. This project is possible but if GG is cracking on it you may want to wait till details are available so you dont duplicate work.

I would discourage creating a modeler using the TGE... there are, as you have stated, many tools out there to do this already. Saying 'in the *.dts' format doesnt make a lot of sense, this is a format tuned for low disk consumption and to be read as useful binary data right into TGE, but definitely is not a good format for modeling/rigging/animation as it is difficult to debug in comparison to a text based or even better, open format such as collada or fbx that would allow other tools to easily integrate into your pipeline.

In no way do I want to dampen your enthusiasm, but you would be better served by devoting your energies to smaller, more concise projects with possibility of completion and will give a great bullet to your resume/portfolio. One project I suggest (to anyone!) is integrating COLLADA or fbx loading into the engine so nearly any modeling tool can be used to create content without needing a dts exporter. This will give you a strong background into the engine and would be highly useful to the community and could be easily done in a man-month by a decent coder familiar with the engine. The modeling project you outline I scope out at least to a man-year if not more depending on feature set and I personally don't see as possible with a volunteer based team. There have been so many similar projects to your modeling tool outlined on this site, I wouldnt even start to count them. I CAN however count the number of them that have been completed: zero. Constructor itself is created by the team that works daily with/on the engine on a full time basis, yet it still is to be released to the public after quite a bit of development time. I am sure many many man-months have gone into it by coders intimate with TGE.

Either that or how about just making a game??

Matthew Spindle Harris   (Mar 28, 2007 at 01:46 GMT)
So sculptor will be as good as Max/Maya/XSI and be free? When is it going to be done?

Johan Carlsson   (Mar 28, 2007 at 08:40 GMT)
Hi Kevin,
Good luck with your projects. I think that kind of products would be really interesting.

I've been thinking about making a in game 3D creation tool myself, but don't think I have the time and resources to actually go through with it :-)

What I think would be cool with such a tool is to provide an easy way for
end-users to contribute to a game with their own 3D assets.

For that the tool must be really easy to use, so I've been looking at
a new method for 3D modeling called T.E.D.D.Y.
It's a 2D to 3D process:

http://www-ui.is.s.u-tokyo.ac.jp/~takeo/teddy/teddy/teddy.html

I have also looked at a tool called "Archipelis Designer":
http://www.archipelis.com/

Archipelis Designer is similar to TEDDY but uses the template
images that you trace from as automatically UV-wrapped textures.

I though I let you know about this to hopefully inspire you to do what I wanna have -)
Cheers mate :-)

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