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Plan for David "Fulcrum" Wyand
Plan for David "Fulcrum" Wyand
| Name: | David \"Fulcrum\" Wyand | ![]() |
|---|---|---|
| Date Posted: | Jun 30, 2005 | |
| Rating: | 4.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for David \"Fulcrum\" Wyand |
Blog post
Deconstructing Constructor - Part 1
Welcome to the first in a series of frequently infrequent talks about Torque Constructor. Woohoo!
What is Torque Constructor
Torque Constructor is a .map (as in the .map file format) editing and .dif (the Torque interior file format) producing program being developed primarily by Matt Fairfax and myself under the direction of GarageGames. You may have seen the Development Snapshot of the Day posted back in March where the project was first announced. If you're familiar with programs like Valve's Hammer, with a smattering of traditional 3D apps such as NewTek's LightWave or Luxology's Modo, then you'll understand Constructor.
What I will NOT talk about
OK, let's get this out of the way up front. In this Deconstructing Constructor series I'll not be discussing release dates or pricing in these little talks. Some of you may jump up and down and wave your arms demanding this information, but all you'll get are funny looks. I'm the developer and not the publisher, so I cannot provide this information. I hope we'll not have to speak of this again. Please, don't make me get Pat's knife wielding monkey. :o)
Discussion: Constructor's GUI Layout
Constructor's primary window GUI has been designed to allow the user to modify its arrangement to suit their particular needs. Constructor will ship with a number of pre-built layouts to get you started. Here's a couple of examples, although unlikely to be the final versions:

Default Constructor Layout showing Tim Aste's church from his Content Pack 1
Larger Version

Mini Constructor Layout showing Tim Aste's church from his Content Pack 1
Larger Version
Both of these arrangements were built from scratch from within Constructor, and saved to be accessible under the Layout menu. The process of building your own layout is straightforward: you add horizontal and vertical splitters, drag them about, and fill the resultant panes with Forms. For example, the upper left pane in the Default layout above is filled with the Tools Form, which includes all of the buttons and tabs to access the various plug-in tools.
If you're one of those fortunate people that have a wide-screen monitor, there's nothing stopping you from having more than four 3D views. Below is an example of Constructor running across my two monitors giving an effective workspace of 2048x768. By strategically placing the 3D view's splitters along the center of my two monitors, none of the 3D views need cross from one monitor to the other. In fact, with this much real estate, I could have a Tools Form on both the left and right of the window to cut down on my mousing around.

Wow, that's big!
Larger Version
Finally, I've put together a 9MB Quicktime movie showing the process of building Constructor's default layout from scratch:

Take me there, baby!
Until next time, enjoy!
- LightWave Dave
NOTE: This .plan is now continued here.
What is Torque Constructor
Torque Constructor is a .map (as in the .map file format) editing and .dif (the Torque interior file format) producing program being developed primarily by Matt Fairfax and myself under the direction of GarageGames. You may have seen the Development Snapshot of the Day posted back in March where the project was first announced. If you're familiar with programs like Valve's Hammer, with a smattering of traditional 3D apps such as NewTek's LightWave or Luxology's Modo, then you'll understand Constructor.
What I will NOT talk about
OK, let's get this out of the way up front. In this Deconstructing Constructor series I'll not be discussing release dates or pricing in these little talks. Some of you may jump up and down and wave your arms demanding this information, but all you'll get are funny looks. I'm the developer and not the publisher, so I cannot provide this information. I hope we'll not have to speak of this again. Please, don't make me get Pat's knife wielding monkey. :o)
Discussion: Constructor's GUI Layout
Constructor's primary window GUI has been designed to allow the user to modify its arrangement to suit their particular needs. Constructor will ship with a number of pre-built layouts to get you started. Here's a couple of examples, although unlikely to be the final versions:

Default Constructor Layout showing Tim Aste's church from his Content Pack 1
Larger Version

Mini Constructor Layout showing Tim Aste's church from his Content Pack 1
Larger Version
Both of these arrangements were built from scratch from within Constructor, and saved to be accessible under the Layout menu. The process of building your own layout is straightforward: you add horizontal and vertical splitters, drag them about, and fill the resultant panes with Forms. For example, the upper left pane in the Default layout above is filled with the Tools Form, which includes all of the buttons and tabs to access the various plug-in tools.
If you're one of those fortunate people that have a wide-screen monitor, there's nothing stopping you from having more than four 3D views. Below is an example of Constructor running across my two monitors giving an effective workspace of 2048x768. By strategically placing the 3D view's splitters along the center of my two monitors, none of the 3D views need cross from one monitor to the other. In fact, with this much real estate, I could have a Tools Form on both the left and right of the window to cut down on my mousing around.

Wow, that's big!
Larger Version
Finally, I've put together a 9MB Quicktime movie showing the process of building Constructor's default layout from scratch:

Take me there, baby!
Until next time, enjoy!
- LightWave Dave
NOTE: This .plan is now continued here.
Recent Blog Posts
| List: | 01/24/08 - Amazon EC2 Torque Test Follow Up 01/16/08 - Torque on Amazon's EC2. Need your help! 10/11/07 - Jeff Tunnel's Band LIVE 10/10/07 - Live Video Stream from IGC2007 10/02/07 - Come ride the rapids 04/06/07 - What's my blog doing under the GarageGames tab? 07/05/06 - LightWave DTS Exporter v06-07-04 Released 04/21/06 - Babies wait for no man |
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Submit your own resources!| Adam Lindsay (Jun 30, 2005 at 20:35 GMT) |
| Jorgen Ewelonn (Jun 30, 2005 at 20:37 GMT) |
Looking good already, will you discuss features and fancy extras later ?
Don't be a stranger :)
[EDIT] and with features and extras I naturally mean the toolset for creating and manipulating geometry, adjusting textures and ofcourse the (possible) integration of (the new and improved) map2dif[/EDIT]
[EDIT.2]My spelling suck :([/EDIT]
Edited on Jun 30, 2005 20:43 GMT
| Daniel Brown (Jun 30, 2005 at 20:46 GMT) |
| Clint S. Brewer (Jun 30, 2005 at 21:04 GMT) |
I'd also love to hear more about the geometry editing features, in particular if you guys are going to do anything interesting to help with eliminating light leaks / geometry getting off grid or making invalid brushes from rotating / cracks forming etc.
| Prairie Games (Jun 30, 2005 at 21:21 GMT) |
-Josh Ritter
Prairie Games
| Hokuto (Jun 30, 2005 at 21:37 GMT) |
| Rodney (OldRod) Burns (Jun 30, 2005 at 22:32 GMT) |
I'm really looking forward to this program ;)
| Timothy Aste (Jun 30, 2005 at 22:34 GMT) |
-Tim
Edited on Jun 30, 2005 22:35 GMT
| Danny Ngan (Jun 30, 2005 at 22:51 GMT) |
| Jordan (Jun 30, 2005 at 23:18 GMT) |
Shit, either way, that is incredibly cool to stick in a map editor. good move.
Are there any plans to include a soft selection system? Just curious.
| James Polston (Jul 01, 2005 at 00:27 GMT) |
This is turning out most impressive!
keep up the good work, and keep us update ^__^
-James
| Michael Hense (Jul 01, 2005 at 00:50 GMT) |
... but he just kept on adding those horizontal splits... just enough time left for a quick building... then he goes and adds tow vertical splits this time!!!!
what a tease :)
seriously though... i hope there is an option to save the layout after setting up such a nice work area... or at least some deafult layouts...
looks like Constructor is another tool i've gotta make space for...
Thanks for the preview D...
--Mike
Edited on Jul 01, 2005 02:34 GMT
| Pat Wilson (Jul 01, 2005 at 02:46 GMT) |
| Eric Elwell (Jul 01, 2005 at 02:47 GMT) |
| Jesse (Midhir) Liles (Jul 01, 2005 at 06:30 GMT) |
I was going to buy cartography shop, but, this makes CS look like a pile of steaming crap.
| James Laker (BurNinG) (Jul 01, 2005 at 06:40 GMT) |
But will it be possible to create simple models like we find in Silo? By this I mean
there is only a 3d view, and the geometry can be edited in the 3D view...
Milkshape 2 is also doing this.
The mini layout reminds me of Silo though... and that Rules...
/me jumps up and waves arms...
| Gareth Fouche (Jul 01, 2005 at 06:52 GMT) |
| Nick Zafiris (Jul 01, 2005 at 09:47 GMT) |
Nick
| Gabor Forrai (Jul 01, 2005 at 21:05 GMT) |
| James (Jul 01, 2005 at 22:50 GMT) |
More!!!
MORE!!!
| Anton Bursch (Jul 01, 2005 at 23:28 GMT) |
| Tim Muenstermann (Jul 02, 2005 at 13:52 GMT) |
:P
| David Montgomery-Blake (Jul 02, 2005 at 16:53 GMT) |
It's designed for map creation, not model creation. But, you can create and edit in the 3D viewports. Take a closer look at the actual panes that Dave sets and you'll see some of the nifty geometry features available. You can also check out Tim Aste's video demo to see a tiddbit of usage.
| Flybynight Studios (Jul 04, 2005 at 04:01 GMT) Resource Rating: 4 |
What's getting really annoying is that we were told "really soon" back in March. Can we please hear something re a timeframe. Geezus at this point I'd settle for "before christmas". I've got 2 people wanting to do resources for me and I'm asking them to hold off buying Cart shop but we are starting the resources next week regardless. If that means cart shop, so be it.
Let's call a spade a spade guys, your communication on this particular product has been pretty sub standard.
Mark
| David \"Fulcrum\" Wyand (Jul 04, 2005 at 19:52 GMT) |
It's great to hear that most of you liked this first write up. It takes a lot of time to put even something like this together.
My plan is to continue to do write ups on other parts of Constructor over time, similar in vein to what Melv did for Torque2D. I'm sure Matt Fairfax will also talk about the parts he's been working on as he has time.
Jordan:
What specifically do you mean by 'soft selection' -- something like that in Silo3D? Or something else?
Burning:
I'm certainly working towards making the 3D Perspective view as operational as I can within a v1.0 release. I'd like to have it so you can do everything from the Perspective view, but in the end it'll come down to the time remaining before release.
Flybynight Studios (Mark):
Please post the reference to a 'real soon' release date that was made back in March so that I may put in a note saying that it is incorrect. I just can't find where anyone wrote that Constructor was going to be released soon. The only reference I can find to a release date is from the Dev Snapshot, which reads:
Quote:
This shot demonstrates part of Torque Constructors interface with both the Windows and OS X skin. Torque Constructor will be released this year and will be a full-featured interior editor. It will be able to load .map files, save .map files, and save directly to Torques DIF run-time interior format (no map2dif process required!). It has several other interesting features, but we are not talking about them just yet.
The emphasis is my own to indicate the pertinent information. Please Mark, let me know where you received your information so that no one else may have the wrong impression. Thanks!
- LightWave Dave
| Flybynight Studios (Jul 04, 2005 at 21:49 GMT) Resource Rating: 4 |
First off, sincere apologies for coming off sounding like an ass. I think my frustration got the better of me last night. Thanks for being a good sport. After 4 years of working on my own software I should be well versed in how easily minor delays turn into bigger ones.
I'll go ref the post from March. If I recall correctly it was after the GDC conference or the thread about it there. I'll linky in a min.
Thanks Dave, keep up the great work. I know you will have anexceptional product when it's out.
EDIT: And it turns out I was not correct ;) it wasn't the GDC thread it was this one. :
http://www.garagegames.com/mg/forums/result.thread.php?qt=27148
Josh answered a post of mine there. (That'll teach you Josh ;) )
Seriously though, I completely understand setbacks happen etc but even a loose timeframe is all I'm after. Obviously it's been pushed back from what was expected back in March. Honestly what it boils down to is money. I've poured literally thousands of dollars into my game over the last 4 years and it's my own out of pocket cash. It is just tough for me to fork out $300 for 3 copies of Cart Shop (With pipeline) and then have to pay again for three more copies of Constructor when it comes out. Truthfully (although the pipeline is an awesome plugin) I would like to support GG as they have given so much to indie devs I truely feel obligated to give them any monies I can. Anyways Dave... STOP READING MSGS AND GO FINISH THE PROJECT ;) Enjoy the 4th and good luck.
Mark
EDIT #2: Doh, just re-read your post re the "released this year". Although not welcome news it is still a better timeframe than I was originally planning around. Thanks for your responses and time Dave. I wish you all the best with Constructor I know it's got to be alot of work with all teh Xplatform stuff and testing. Will be looking for more info on Constructor towards the Fall of this year maybe.
Thanks again Dave,
Mark
Edited on Jul 04, 2005 22:07 GMT
| James Laker (BurNinG) (Jul 05, 2005 at 06:06 GMT) |
@David 2: Awesome...
Only a maximum waiting time of 6 months for this if GG keeps on schedule... Hell, I waited 6 years for HalfLife 2
| Dave Calabrese (Jul 26, 2005 at 21:33 GMT) |
| Treb Connell (formerlyMasterTreb (Jul 27, 2005 at 16:37 GMT) |
| Flybynight Studios (Sep 12, 2005 at 08:11 GMT) Resource Rating: 4 |
Hope progress is well. Has any price tag been discussed yet? 30-40-50-60?
Thanks
| CDK (Dec 01, 2005 at 20:47 GMT) |
| James Moliere (May 02, 2006 at 03:01 GMT) |
Of course, there is no site to register so I'll be notified when the product ships.
Somebody wake me up when this product ships!
Thanks!
| Anthony Lopes (Nov 29, 2006 at 15:51 GMT) |
Please... for the love of all things everywhere. Tell me this will be a STABLE piece of sofware.
Gamespace, Torque, Freeworld.. they all have major, crippling, issues. Can't something just work the way it says it does anymore.
Here's to hoping...
Edited on Nov 29, 2006 15:57 GMT
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4.5 out of 5


