Dark Tempe Redux
by David Mac · 03/24/2009 (1:28 pm) · 7 comments

My vision for a Dark Temple model (originally titled the Temple of Tears, but apparently that is a Burning Man reference, so I changed it), proved a little too challenging to create in MAP format. Well, I could have created something, and it would probably have been cool, but no where near as cool as I can make it using ZBrush. The above pic shows the redux in progress.
I'm still roughing out the layout. There are certain technical challenges in modeling both inside AND outside. The player accessible areas must also all lay above the game terrain level, which means some heavy skirting will be required here.
The basic layout of the model involves a demonic skull-like head that acts as the main entrance. from there, players can access the main chamber and a kind of dungeon chamber below that containing 6 cells. I have yet to create the tail, which will be player accessible and wrap around the model like a wall.
I expect to be another week roughing out the layout, then it should take a good week or two after that to detail it, texture, and test.
The completed model will most likely be made available in Collada format in our online store.
Which leads me to talk about my efforts to export models to Collada and into the Torque Collada test app. While I was impressed with the vividness of the textures (even though the model had no normals maps), the attempt was a failure!
I exported to Collada from Deled, Milkshape, and UU3d. Each resulted in missing textures and mesh portions when loaded into the Torque Collada Test program. I hope we aren't going to have to shell out thousands of dollars for XSI or 3d Max in order to get Collada models properly into Torque 3d! (although I wouldn't mind XSI, I just can't afford it).
I'll be trying the Collada models this week in some other game engines to see if this is an exporter issue or Torque specific.

About the author
#2
The mesh imported perfectly fine and all the necessary texture data was there as it should have been with no issues or problems.
So to correct you on this item, the Collada loader does work. My guess is that your issues are either tied to a crappy export module from the 3D app you were using (which is quite common to find) or bad model data. Either way you should try reporting the data to Chris Robertson via the forums here so he can look into it (this is how I pointed out an issue back in November of Collada data exported from Filmbox not loading correctly, which he has since corrected).
03/24/2009 (2:46 pm)
Just as a FYI. I recently wrapped up a short 2 week contract for GarageGames producing a playable multi-player mission for them which showcases their new lighting system. For this mission the entire play area was made up entirely of a mesh that I exported from 3DS Max and loaded into Torque with Collada.The mesh imported perfectly fine and all the necessary texture data was there as it should have been with no issues or problems.
So to correct you on this item, the Collada loader does work. My guess is that your issues are either tied to a crappy export module from the 3D app you were using (which is quite common to find) or bad model data. Either way you should try reporting the data to Chris Robertson via the forums here so he can look into it (this is how I pointed out an issue back in November of Collada data exported from Filmbox not loading correctly, which he has since corrected).
#3
Yes it does.
So does Softimage Mod Tool which is free.
03/24/2009 (3:08 pm)
"Filmbox" ? you mean MotionBuilder? or are you talking about using the .fbx exporter for .dae files?Quote:well .. you could always get houdini:
http://www.garagegames.com/products/houdini
though .. i don't know if it supports collada
Yes it does.
So does Softimage Mod Tool which is free.
#4
03/24/2009 (3:59 pm)
yea, but as far as i know, mod tool don't allow for commercial projects.
#6
It most certainly does.
Houdini's Apprentice.. at least the $99.00 version does allow for Commercial, but only through Torque engines, or content packs for Torque products. GG and Houdini cut a deal some time ago, which the details can be found int he EULA on the page Mikael posted.
03/24/2009 (4:27 pm)
@Matt HustonIt most certainly does.
Houdini's Apprentice.. at least the $99.00 version does allow for Commercial, but only through Torque engines, or content packs for Torque products. GG and Houdini cut a deal some time ago, which the details can be found int he EULA on the page Mikael posted.
Quote:You are not permitted to profit from work done with the Houdini Apprentice HD Edition, with the sole exception being assets used for game creation with the Torque Game Engines or used in content packs for the Torque Game Engines as covered under the terms of the Torque Game Engine INDIE End User License Agreement.
#7
@Logan... I do get the impression that models would import flawlessly from 3d Max and XSI. Which is great for the indies who have thousands of dollars per artist for that software, and I'm sure this has an impact on the overall quality of the art produced, and showcased with the engine. BUT... There is obviously an issue with getting the data converted properly from the lower-end software when I can't port a model properly from inside of 3 different, yet popular 3d applications.
I agree, it probably is as you say - An issue with the model, or the export applications. I'm leaning more towards the export, because the model already exported fine to MAP/DIF format. The question there is... "Is this something common to each of the Collada exporters and why?" and would Garage Games benefit by getting them to work for T3D.
Testing the pipe with some other engines is a good way for me to kind of validate the applications being used. If they work fine with X engine, then it's likely something unique to T3D. At which point I would be happy to talk to folks about it. Right now, it's a blog, I'm blogging my experience with the process! I also realize that T3D is still pretty new, I'm sure they have a ton of stuff yet to work out.
As always, thanks for the feedback everyone!
03/24/2009 (6:20 pm)
@ Mikael... Houdini and I don't get along. Through my past dealings with them, I can only describe their customer service as apathetic and antagonistic. My hard earned cash will NOT find it's way into their hands.@Logan... I do get the impression that models would import flawlessly from 3d Max and XSI. Which is great for the indies who have thousands of dollars per artist for that software, and I'm sure this has an impact on the overall quality of the art produced, and showcased with the engine. BUT... There is obviously an issue with getting the data converted properly from the lower-end software when I can't port a model properly from inside of 3 different, yet popular 3d applications.
I agree, it probably is as you say - An issue with the model, or the export applications. I'm leaning more towards the export, because the model already exported fine to MAP/DIF format. The question there is... "Is this something common to each of the Collada exporters and why?" and would Garage Games benefit by getting them to work for T3D.
Testing the pipe with some other engines is a good way for me to kind of validate the applications being used. If they work fine with X engine, then it's likely something unique to T3D. At which point I would be happy to talk to folks about it. Right now, it's a blog, I'm blogging my experience with the process! I also realize that T3D is still pretty new, I'm sure they have a ton of stuff yet to work out.
As always, thanks for the feedback everyone!
Torque 3D Owner Mikael Pettersson
http://www.garagegames.com/products/houdini
though .. i don't know if it supports collada