Fix your formats.
by Neill Silva · 08/30/2008 (7:31 pm) · 15 comments
.dif and .dts are trash. You guys don't even write the exporters, your community does it from all that I have seen. I can't use ANY advanced modeling programs to model, oh boy. And speaking of modeling, why can I not make interiors in my choice of modeling program? Why should I have to use crap programs like Quark and Constructor to make interior files? Would be so simple if you guys just made your own exporters for your own product. I could do so much if you just made the latest version of 3ds Max available to create both .dif's and .dts. Or, make constructor like Hammer. Hammer is a great program. Constructors UI is trash, controls are trash, and it makes BLENDER look good.
* I looked at using Hammer w/ torque but the documentation was slacking.
Torque has more potential, if you stop thinking because its an indie engine that we should be forced to use programs with an indie budget.
* I looked at using Hammer w/ torque but the documentation was slacking.
Torque has more potential, if you stop thinking because its an indie engine that we should be forced to use programs with an indie budget.
#2
08/30/2008 (7:54 pm)
I am trying to use the latest version of 3ds Max to make levels, which I guess isn't working.
#3
Constructor was made by GG for Torque; Hammer was made by Valve for Source. Of course they are going to be very different, as both engines use different mechanics and formats, even though they may seem similar. If you really prefer Hammer of Constructor that much, work with Source. I for one prefer Constructor over Hammer, especially it's plugin features. And before you try other modelling programs for creating Torque DIF's, make sure it's legal. I've read rumors that Hammer is legal or illegal to use many times but haven't seen any word from Valve or GG on the issue in a while. If you are going to design DIF's in 3dsmax, find a .map exporter (do a google search and I'm sure something will come up, I saw some for older vesions of max). If you can't find a proper exporter, would you be able to export your work to another filetype for another modeler to export to .map or .dif? Such as to .csx for constructor, or .obj/.blend for blender to read from. A very quick search brings up a max to csx exporter
Also, don't simply say that an application or format is trash, tell us why. You can write your own plugins or modifications for Constructor. And people are constantly editting and upgrading it with each version who would love to hear some non-ranted criticism.
08/30/2008 (8:21 pm)
You can use any modelling program to create interiors if you know how to export correctly. Try finding a .map exporter for 3ds and export your model as a .map, then run it through one of the many MAP2DIF programs. Are all of your meshes convex? Have you considered using polysoup for more complex designs? No one ever said you were required to use Quark or Constructor to design Interiors. It's just that both of those programs are designed specifically for the type of modelling required for bsp style objects.Constructor was made by GG for Torque; Hammer was made by Valve for Source. Of course they are going to be very different, as both engines use different mechanics and formats, even though they may seem similar. If you really prefer Hammer of Constructor that much, work with Source. I for one prefer Constructor over Hammer, especially it's plugin features. And before you try other modelling programs for creating Torque DIF's, make sure it's legal. I've read rumors that Hammer is legal or illegal to use many times but haven't seen any word from Valve or GG on the issue in a while. If you are going to design DIF's in 3dsmax, find a .map exporter (do a google search and I'm sure something will come up, I saw some for older vesions of max). If you can't find a proper exporter, would you be able to export your work to another filetype for another modeler to export to .map or .dif? Such as to .csx for constructor, or .obj/.blend for blender to read from. A very quick search brings up a max to csx exporter
Also, don't simply say that an application or format is trash, tell us why. You can write your own plugins or modifications for Constructor. And people are constantly editting and upgrading it with each version who would love to hear some non-ranted criticism.
#4
08/30/2008 (8:45 pm)
I told you why Morrock... Garagegames relies on its community to create exporters? Horrid. You should learn to read, you tell me that I need to find an exporter for 3ds Max, but if you even READ what I said, you would have noticed that there IS no working exporter because GarageGames is too lazy to have their company update their exporters and I have not seen the community make one, which they shouldn't have to.
#5
Check out these 2 links for info on GG's exporters to .dts, but as for DIF you'll need to use tools designed for DIF, or to use community mantained exporters.
http://www.garagegames.com/developer/torque/artist/
http://www.garagegames.com/docs/tge/general/pt05.php
And there's really no need to get angry at me, I'm not part of GG or someone who creates exporters, I'm just trying to help you export your models with the way things are now (instead of what could be.)
08/30/2008 (9:43 pm)
No, it's because 3ds max did not have DIF's in mind when it was created, and it is not made for creating Interiors. That's why GG made constructor. Maya, 3ds, Milkshape, Blender, were all designed for other types of modelling, which are perfect for designing animated 3d shapes. And GG has exporters for most of these. Creating an exporter isn't some simple deal where you just save the file as a .DIF instead of .3ds, you have to modify everything to be readable by Torque, as well as slice meshes and remove faces based on the intersections and place them in a bsp tree, divide things into zones based on portalling, etc...Check out these 2 links for info on GG's exporters to .dts, but as for DIF you'll need to use tools designed for DIF, or to use community mantained exporters.
http://www.garagegames.com/developer/torque/artist/
http://www.garagegames.com/docs/tge/general/pt05.php
And there's really no need to get angry at me, I'm not part of GG or someone who creates exporters, I'm just trying to help you export your models with the way things are now (instead of what could be.)
#6
08/30/2008 (10:19 pm)
I believe that according to Hammers EULA, you are not allowed to use it with Torque.
#7
08/30/2008 (10:32 pm)
I believe you are, as Valve said you could.
#8
08/30/2008 (10:33 pm)
But will that information hold up anywhere aside from a forum?
#9
You obviously do not approve of the file format, so could you possibly go into detail about it? Are you unhappy with the file size, the loader, the arrangement of the binary? When it comes to feedback, the more detailed you are the more able the devs are to try and improve the engine. I highly recommend checking the artist area to find out more.
My suggestion: Have you tried using Polysoup? That would allow you to create interiors without using Quark and Constructor.
Edited for grammar and additional suggestion
08/30/2008 (11:56 pm)
@Neill - While writing documentation recently, I had to use the latest exporters for 3DSM and Maya. I'm no artist, but I was able to export simple and complex shapes (as well as animations), using the latest exporters for Maya, Max, Blender, and Lightwave.You obviously do not approve of the file format, so could you possibly go into detail about it? Are you unhappy with the file size, the loader, the arrangement of the binary? When it comes to feedback, the more detailed you are the more able the devs are to try and improve the engine. I highly recommend checking the artist area to find out more.
My suggestion: Have you tried using Polysoup? That would allow you to create interiors without using Quark and Constructor.
Edited for grammar and additional suggestion
#10
BSP modeling is a different world of modeling, and school of thought, than all mesh editing software (high end or not) that's used for animated or highly detailed models. It has limitations and it's own inherent advantages. Constructor works fine, once you learn how to use it.
At one time there was word that you could use the Hammer editor for engines other than Source, but that has changed. You have to contact valve in order to discuss licensing with them on an individual/project basis.
If you dislike the requirements that BSP style modeling enforces on you then look into using polysoup collision for 3d meshes.
08/31/2008 (12:45 am)
Most exporters work fine when you learn how to set them up correctly. BSP modeling is a different world of modeling, and school of thought, than all mesh editing software (high end or not) that's used for animated or highly detailed models. It has limitations and it's own inherent advantages. Constructor works fine, once you learn how to use it.
At one time there was word that you could use the Hammer editor for engines other than Source, but that has changed. You have to contact valve in order to discuss licensing with them on an individual/project basis.
If you dislike the requirements that BSP style modeling enforces on you then look into using polysoup collision for 3d meshes.
#11
Polysoup's performance needs work. I have been told that you cant have more then a dozen or so polys per meter, this is just not enough. even at that level the performance gets chunky fast.
Polysoup is definitely a step in the right direction. But until it gets to the performance level that bsp has, it will be quite useless as performance is the bottom line.
You can be creative with how you use everything which is what I currently do, but in the end thats time that ive wasted on trying to just figure out how I get something from point a to point b.
*note* edited out a mention of a 10k poly limit as ive now been told that, this limit is per object in the dts file but the dts file can have more then 10k tris ..
08/31/2008 (1:12 am)
Polysoup is not up to snuff yet. Polysoup's performance needs work. I have been told that you cant have more then a dozen or so polys per meter, this is just not enough. even at that level the performance gets chunky fast.
Polysoup is definitely a step in the right direction. But until it gets to the performance level that bsp has, it will be quite useless as performance is the bottom line.
You can be creative with how you use everything which is what I currently do, but in the end thats time that ive wasted on trying to just figure out how I get something from point a to point b.
*note* edited out a mention of a 10k poly limit as ive now been told that, this limit is per object in the dts file but the dts file can have more then 10k tris ..
#12
BSP modeling is a different world of modeling, and school of thought, than all mesh editing software (high end or not) that's used for animated or highly detailed models. It has limitations and it's own inherent advantages. Constructor works fine, once you learn how to use it.
and then, a community based exporter seems to me a better way to implement features the community wants; I've seen exporters so crappy developed (and closed source too) you wonder how did they ever managed to export anything.
08/31/2008 (12:08 pm)
Mike said it just right:BSP modeling is a different world of modeling, and school of thought, than all mesh editing software (high end or not) that's used for animated or highly detailed models. It has limitations and it's own inherent advantages. Constructor works fine, once you learn how to use it.
and then, a community based exporter seems to me a better way to implement features the community wants; I've seen exporters so crappy developed (and closed source too) you wonder how did they ever managed to export anything.
#13
You might be surprised how easy it is to create crappy artwork using 3Dmax. Skill is the most important factor here.
08/31/2008 (2:37 pm)
I don't agree with the implied message that people using blender or Constructor are not using so-called standard tools (everybody uses 3Dmax right?), and are a bunch of amateurs.You might be surprised how easy it is to create crappy artwork using 3Dmax. Skill is the most important factor here.
#14
Polysoup, OTOH, has much potential but seems to still be in an early point of the process. The major negatives that I know of is lighting and a lack of portalling. A minor one is that it can't be a Static Shape.
I've shared your frustrations in the past, for sure. Matt Fairfax has implied there are some pretty-awesome things around the corner, and in the many years I've known him here, he's never failed to surprise.
08/31/2008 (3:03 pm)
At this point, the map2dif exporters are fairly solid for TGE and TGEA. There are quirks to work around, for sure, but once those are understood it's just a matter of proper habits. CSG modeling requires a different editor because the engine can make certain resource-saving assumptions.Polysoup, OTOH, has much potential but seems to still be in an early point of the process. The major negatives that I know of is lighting and a lack of portalling. A minor one is that it can't be a Static Shape.
I've shared your frustrations in the past, for sure. Matt Fairfax has implied there are some pretty-awesome things around the corner, and in the many years I've known him here, he's never failed to surprise.
#15
10/17/2008 (5:31 pm)
We don't need another member here that does nothing but complain. If you have a problem, go for a different game engine or figure it out. All programs work FINE once you get used to it. This community is here to help each other out. Ask for help when you have a problem, otherwise you're a waste of bandwidth.
Torque Owner Nathan Kent