T3D: Asset Test
by Quinton Delpeche · 06/07/2009 (9:21 am) · 11 comments
Been going through some of the Art and Assets that I have purchased and been playing with them in T3D. Thought it might be a little fun to show some of these tests in my Blogs. I basically took Combo pPack 2 from Tim Aste (more specifically the Ruins) added a High Resolution Skybox and then put in the the Soldier Pack from Maxim Lyulyukin (not his Futuristic Soldier but the other one). Played around with a few settings and here are the results.






My machine is a little weak in the GFX department so I didn't crank up all the settings I wanted to ... but the result is still good enough.
While doing this test, I actually came up with an awesome story idea for a FPS and will be definitely using T3D to bring this one to fruition when T3D is released.
The biggest challenge with this test was having to re-export all the files again ... and some of the LODs don't work properly ... so I will need to redo them. Anyway ... just thought you might like to see some of the older packs on Garage Games working nicely in T3D.






My machine is a little weak in the GFX department so I didn't crank up all the settings I wanted to ... but the result is still good enough.
While doing this test, I actually came up with an awesome story idea for a FPS and will be definitely using T3D to bring this one to fruition when T3D is released.
The biggest challenge with this test was having to re-export all the files again ... and some of the LODs don't work properly ... so I will need to redo them. Anyway ... just thought you might like to see some of the older packs on Garage Games working nicely in T3D.
About the author
Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.
#2
06/07/2009 (1:25 pm)
Great shots Quinton.
#5
Thanks for all the comments everyone.
06/07/2009 (2:02 pm)
@deepscratch: Yep, John is right. I basically opened them up in Torque Constructor and re-exported them using the "map2dif_plus_tgea.exe" that comes with T3D under the tools directory.Thanks for all the comments everyone.
#6
If you've got older assets you might as well upgrade and use them - saves time and cash.
06/07/2009 (2:26 pm)
Looking good and atmospheric too.If you've got older assets you might as well upgrade and use them - saves time and cash.
#7
- Dave
06/08/2009 (7:10 am)
Cool stuff. Have you tried exporting the ruins from Constructor as a LightWave object and turing them into a DTS (or Collada) file? I'd be curious how they'd work out using polysoup.- Dave
#8
I will tackle this tonight and post the results. :) Will also do it to the ruins.
EDIT: Sheesh ... what a mission to get MAP files into MilkShape or Blender and then out in another format. My textures getting messed up ... anybody got tips on doing this properly.
EDIT: Never mind ... figured it out: Constructor -> LWO -> MilkShape -> OBJ -> Max ... why, cos I know Max better then I know MilkShape. :)
06/08/2009 (7:36 am)
@David: I was actually going to try something like that next ... cos the walls that are in the kit don't work well as DIFs ... for obvious reasons. Was going to focus on DTS ... but I will also try Collada ... thanks for the hint.I will tackle this tonight and post the results. :) Will also do it to the ruins.
EDIT: Sheesh ... what a mission to get MAP files into MilkShape or Blender and then out in another format. My textures getting messed up ... anybody got tips on doing this properly.
EDIT: Never mind ... figured it out: Constructor -> LWO -> MilkShape -> OBJ -> Max ... why, cos I know Max better then I know MilkShape. :)
#9
Put it in the mission and enabled PolySoup on the items. :)


I just plonked these down ... so no comments about their placement please. :P
David ... where you expecting something else?
06/08/2009 (1:04 pm)
@David: Here you go ... took a road section, opened it up in Constructor, exported it to LWO object. Pulled it into MilkShape and exported as a OBJ object. Pulled it into Max and exported as DTS.Put it in the mission and enabled PolySoup on the items. :)


I just plonked these down ... so no comments about their placement please. :P
David ... where you expecting something else?
#10
06/09/2009 (2:12 am)
Torque 3D Beta 3 will have a pleasant surprise for anyone looking to get their DIF's into a polysoup compatible format =)
#11
Looking forward to Beta 3 now ... I must admit though, I have been having a blast with T3D Beta 1 and Beta 2. My tests may not mean much to anyone else , but they are pretty valuable to me.
06/09/2009 (3:40 am)
Ok ... now you got me extremely interested ... Damn you Matt Fairfax. J/K about the Damn you thing. :PLooking forward to Beta 3 now ... I must admit though, I have been having a blast with T3D Beta 1 and Beta 2. My tests may not mean much to anyone else , but they are pretty valuable to me.

Jondo
BrokeAss Games
Great to see those old difs resurrected, I always had trouble using too many of them in TGE. I might have to try some re-exports of those as well.