Game Development Community

Plan for Benoit Touchette

by Benoit Touchette · 02/12/2005 (6:17 am) · 8 comments

I have just released a very alpha version of the exporter at www.draekko.org.

Note that the exporter assumes you are using Quads. Further note that rotating a texture in blender (using arbitrary uv rotation in the uv editor) does not yet correlate to what is seen in torque.

Only brushes & texture data are currently exported.

Todo: Detail Brushes, Lights, Portals, Entities.

Here is a direct link : www.draekko.org/mapexport/torque-exporter-0.1.5.zip

#1
02/12/2005 (9:27 am)
Benoit,

Glad to see forward momentum on this!

I am just comig back to Blender and have never truly learned the interface.

I've got the new manual on the way and plan to dig deep over the next several months... hoping to get an "all in one" kind of solution out of it.

When I'm up and running in earnest, I'll be following your progress closely.

What you're doing is well beyond my scope as a programmer, but I'd be more than happy to help by testing out new builds for you.

It'll take me a bit to get to the point where I can even contribute anything useful in that vein, but I'm working on it. ;-)

Thanks for picking this up and running with it like you have, it is highly appreciated. =)
#2
02/12/2005 (12:48 pm)
Thanks, there is still a lot of work to really make this useful. I had spent the whole month of december after my day job working on getting the textures to work out, going through my old math books :) .

This week provided some good news in the form of some code snippets from Marcel Vijfwinkel which made this move forward a bit as my original code did work most of the time but sometimes the generated levels caused Torque to crash. Now that isn't the case but rotated textures don't seem to work.
#3
02/17/2005 (9:34 am)
Hey, posted some new information on the Revisiting Blender thread.

I question the usefulness of it, but it's all I've been able to really scrounge up.

If I'm reading it correctly, there's an exporter for crystal space which is distributed with the source, much like map2dif... at least that's what it sounds like at any rate.

I posted a link to the *.pdf file in question in the thread.

~ Cheers
#4
05/04/2005 (7:06 am)
Benoit,

Great to see movement on the Exporter !
~Ciao
#5
06/23/2005 (9:33 pm)
Trying to colorize objects rendered in Blender using the DTS exporter.

I'm still exporting solid white objects while working with the UV editor in Blender. I have so far I have been able to "load" images and have them show in the 3D window, but it's rendering white when importing into Torque. I seriously need step-by-step instruction to colorize the rendered objects. I've been looking for the DTS documentation. The documentation does not seem to be accessible at this time. The junkyardcat.net links to an GhoulNet site. Frustrated

Thanks, Tatjana
#6
12/01/2005 (6:37 am)
The links are all gone, can someone repost this stuff? I need that exporter. Email me at maylock@theatomizer.com for links please.

DeathTwister
#7
12/01/2005 (6:39 am)
Doh forgot to make sure I get the post back hahahaha.

We have a huge need for a good max2dif and a good blender2dif or to map is cool. So need links to go get the downloads please and website seems to be gone.

Big Daddy
#8
12/01/2005 (5:33 pm)
try this link:

draekko.atspace.com/