Plan for David "Fulcrum" Wyand
by David Wyand · 06/30/2005 (1:13 pm) · 33 comments
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 1Larger Version
Mini Constructor Layout showing Tim Aste's church from his Content Pack 1Larger 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.
About the author
A long time Associate of the GarageGames' community. I run www.zworldo.com a free-to-play, browser based games site using Torque 3D technology.
#2
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]
06/30/2005 (1:37 pm)
Great to finally get some info on this baby, been going nuts about it.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]
#3
06/30/2005 (1:46 pm)
I'm loving the lightwave influence!
#4
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.
06/30/2005 (2:04 pm)
looking really great, the video is hawt. thanks for sharing this info with us.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.
#6
06/30/2005 (2:37 pm)
Wow!
#7
I'm really looking forward to this program ;)
06/30/2005 (3:32 pm)
Great to finally see some information about this!! And that movie is awesome! I really love the total customization ability for the UI.I'm really looking forward to this program ;)
#8
-Tim
06/30/2005 (3:34 pm)
Having used this program extensively in it's Alpha state, and sitting across the room from Matt, I can say it's easily the coolest BSP program I've ever seen, I love it! It does everything I want when designing levels and THEN SOME, I could easily compare it to being the equivilent of a high-end 3D package for Level editing. Plus it's from Dave & Matt, so you KNOW it's good.-Tim
#9
06/30/2005 (3:51 pm)
I'm not a level guy, and I'm still stoked about this. Looks really sweet! Keep up the good work guys!
#10
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.
06/30/2005 (4:18 pm)
Action centers on transforms? Is that a placeholder panel or do you have that actually working in this build?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.
#11
This is turning out most impressive!
keep up the good work, and keep us update ^__^
-James
06/30/2005 (5:27 pm)
You guys just can't stop amazing me! Great work, I remember way back when you guys released the first shot of that. And this customizable UI, just one word, genius. pure genius. UI is often what turns people off sometimes because they just "dont get it".This is turning out most impressive!
keep up the good work, and keep us update ^__^
-James
#12
... 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
06/30/2005 (5:50 pm)
yeah... but did ya see the video... he kept adding horizontal split after horizontal split... the movie was rapidly coming to and end, and i was hoping to see him add a building or something...... 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
#13
06/30/2005 (7:46 pm)
There are default layouts and ways to save the layouts, of course Michael ;)
#14
06/30/2005 (7:47 pm)
This is *flat out awesome* ... Can't wait to get my grubby hands on it! ;)
#15
I was going to buy cartography shop, but, this makes CS look like a pile of steaming crap.
06/30/2005 (11:30 pm)
You can rest assured that I'll be saving up a pound of flesh to buy this when it's released...I was going to buy cartography shop, but, this makes CS look like a pile of steaming crap.
#16
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...
06/30/2005 (11:40 pm)
David: You showed us that all these views are cool and everything... It looks cool.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...
#17
06/30/2005 (11:52 pm)
That is just....awesome....pure unadultered awesome.
#18
Nick
07/01/2005 (2:47 am)
Thanks for updating us David! Very well presented, looking forward to your next plans.Nick
#19
07/01/2005 (2:05 pm)
Incredible layout Dave, like a new LW plugin ... clean, looks like very user friendly stuff. Keep up the right work Dave ! :)
Torque 3D Owner Adam Lindsay
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