Game Development Community

Easy .dts placement for .dif interiors

by Brandon Maness · 01/23/2006 (1:05 am) · 11 comments

I had created a free difView project some time ago that allowed precise placement of DTS shapes associated with exported .dif interiors. The concept was fast workflow from a .map editor into TGE; add and position DTS shapes to the imported .dif, and esc/enter to exit and save the associated .mis file.

With the release of TGE1.4 the arrow key nudge functions needed to be reworked along with some other bugs, so while repairing that, I went ahead and skinned the interface while I was at it. I'm working on a QuArk, and 3DWS integration package, so sometime within a week or so I should have the update ready for download.

I'll have a more complete list of features, fixes, and usage in the following days, but until then here are some screen shots of the loading screen and skinned interface.

torque.smdlabs.com/images/blog1.jpg
torque.smdlabs.com/images/blog2.jpg
torque.smdlabs.com/images/blog3.jpg
If you have any bright ideas for streamlined .dif and associated .dts placement, speak up!

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#1
01/23/2006 (1:51 am)
Awesome! At the risk of sounding like an idiot....is there an easier way to rotate objects?
#2
01/23/2006 (4:53 am)
Weww.. Great project! I think it would be nice if you could snap to a grid.. the standard grid would be fine (by 32 pixels / units). Also, a orthogonal view (from top and left at the least). Had a hard time placing triggers since trigger entities in quark doesn't export.. :(
#3
01/23/2006 (9:58 am)
Warning NOT A CODER!

lol,

What if, you apended the Quark (or what ever you use to make .maps with ) to include...markers of sorts, thies markers would only be positions inside the DIF, when exported the markers go also, once inside torque, using a script, the correct items are placed (::onadd?) at the corresponding "markers"?


/end brain-storm
#4
01/23/2006 (11:05 am)
great stuff, Brandon. This is something I've been wanting for a long time. To be able to place my DTSs in, on or around my DIFs and have them be one cohesive unit. I would love to be able to define that "mission" file with the multiple pieces arranged in relation to each other, and then place the one DIF in my real mission, and then press a button that adds in all the other "pieces" and calculates thier proper position and rotation in relation to the main DIF. Did that make any sense? Is that where you're going with this?
#5
01/23/2006 (12:01 pm)
Very cool idea! Interested in seeing how this works out!
#6
01/23/2006 (12:48 pm)
I was wondering if it would be possible to read certain tagged objects from the .map file and then assign them the associated dts objects with orientation and scaling.

I was mainly thinking of this to use things like glass windows etc. Much easier to place in Quark.
#7
01/23/2006 (1:51 pm)
Fantastic, will this be usable for attaching TLK static lights as well? Can it be used with CShop for those of us who haven't upgraded to 3DWS yet? Anyway, I like the idea and I'll be waiting in line when it's finished =)
#8
01/23/2006 (2:30 pm)
@Brain: Do you mean other than mouse on the x,y, or z axis?

@Allyn: I think Constructor will be your best bet for map creation and dts placement under one software package. The dummy node idea initially sounds plausible, but details such as node rotation, scale, and center point make it pretty useless from QuArk. I think you'd find it quicker to position and rotate a DTS shape from difView(TGE) vs QuArk.

@Jeff: You are thinking exactly what I was thinking, and yes that is exactly where this little project is headed. Let me know of any improvements you can think of after I release it. Probably by Friday.

@Tim: Thanks, your artistic work flow related feedback would also be appreciated.

@Mark: I hear you loud and clear about dts placement headaches. Unfortunately, I think it would be difficult to get an accurate dts shape into quark so that you would know where it needed to be. Give this project a spin when I release it, and see if it does not improve your placement workflow.

@Midhir: To enable TLK with difView, you will only have to copy your synapseGaming folder into the common folder. I'll have to look at cShop. It only needs to be able to launch an executable at export. If it can't do that stock, you might be able to convince Tom to add an additional command line option to his exporter.

Thanks for the feedback everyone, right now I'm working on world editor placement improvements, quick alignment along an isolated axis and position, etc. This should make it easy to replicate placement of multiple objects along a similar plane, think of a line of windows, etc. Also I'm looking into different approaches to make stitching the .dif related dts shapes together into one main mission as automated and easy as possible.

Any additional questions, comments, or suggestions are as always welcomed!

B--
#9
01/23/2006 (9:56 pm)
Looks like a good project, so just in case this will help:

Snap-to function is easy, as it's already implemented; there's just no UI options for it in the World Editor settings.
A quick 'how-to' on making the permanent change (a UI would be nice):


In editorGui.cs change the rotationSnap to "90" (or whatever number you want the standard rotation to be--the default "15" would be good, too).
Change snapRotations and snapToGrid both to "true"

In editorGui.Gui make the same changes, except use "1" instead of "true".

When you start the world editor, go to edit->World Editor Settings. Change the grid size to 4 4 100 (powers of two work best for x, y-- 100 for Z as it's right at the TGE flat.ter ground level).

The rotation will automatically snap when you rotate via the norma Alt-key way. Moving the item will not snap, unless you hold down the key.

The Torque grid conforms to the 32 QuArK units-to-1 TGE unit standard, hence why I recommend using powers of two for x,y.

Good luck!
#10
01/23/2006 (10:17 pm)
Thanks for the tip Eric! And.. sorry for my lame advice there, Brandon.. Need more learning with Torque here ^-^
#11
01/24/2006 (5:38 am)
@Eric: Exactly, there is quite a bit already there. I've added persistence to the changes made to the world editor settings, and I'm working on a new set of options relating to streamlining placement procedures. Shortcut keys to change the 'snap to' and 'nudge' amounts, etc. Also, I'm putting together some help info so this hopefully won't have to be repeated all the time.

@Yeremia: No need for apologies, we are all learning here.

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