Game Development Community

Cartography Shop Author willing to support Torque

by Johnny Hill · in General Discussion · 06/24/2003 (6:13 am) · 100 replies

JoshKlint
Site Admin


Joined: 12 Aug 2002
Posts: 148

Posted: Tue Jun 24, 2003 5:32 am Post subject:

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I'd be interested in supporting the Torque engine directly by writing a .dif exporter. It is also possible to export a .map, but then you lose the detail meshes, since .map only supports specific geometry types.

What you could do is get the author(s) of torque to contact me if they are interested in using CShop3 as the official Torque editor. I know it sounds self-important, but I really don't have time to contact them, though I will certainly think about doing that kind of thing later when I get a few things out of the way.

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I posted a Question on his board about how I like using the torque engine.

I know Cartography Shop isnt free but 40.00 US bucks isnt so bad for a tool that could directly export buildings into the Dif format that Torque uses. I believe in the power of the torque engine guys. But I also believe in finding tools to bring it out. I believe Cartography Shop could. In only a few days I was making some beautiful stuff just playing with it.

When I get my SDK, will that allow me access to the Dif Format. One more tool couldnt hurt could it. Come on Guys. I personally will be willing to spend time and resources seeing this happen but unfortunately (Iam not a AUTHOR(s) of Torque. heh

The man Mr. Klint seems to be a big indy game engine supporter. But he is also a business man. Heh :) (Official Torque Editor) maybe A Official Torque Editor :) A cool one at that.

Any input needed and appreciated :)
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#81
08/12/2003 (8:05 am)
Thanks for reminding me to check the site. I posted a jab; hopefully it will prompt Josh into answering some of the questions...
#82
08/12/2003 (8:36 am)
Pre-compiled BSP implementations are what I am talking about. They are out as far as all the lastest gen game engines are concerned. All the latest books and articles are saying the same thing. They actually impose sever limitations on the current and future generations of hardware. So static pre-complied BSP structures were needed when memory was scarce and processor speed was less. Now it just imposes arbitary limitations on level designers.
#83
08/12/2003 (8:56 am)
As mentioned, HL2 is using BSP trees for rendering. Doom3 uses them for collision. I also hear rumors that Doom3 will be using a beam tree (a specialized BSP, for those that haven't heard the term before) for some visibility tests.

Whether they are compiled at design time, at load time, or even per frame doesn't make a bit of difference to the data structure or even the algorithms that are commonly associated with 'em. If you want to say that you don't think there will be a separate BSP compliation step in the map compiler any more I'll agree with that, I s'pose, but I'm not sure the distinction means very much. We'll still need to compile maps if/when we want to use radiosity derived lightmaps anyhow.

I'm not sure what about a BSP imposes any kind of a limitation on hardware. There's no real requirement that a BSP leaf consist of a single face - you could shove a whole room's worth of concave geometry for rendering in one BSP node, as long as you can make it all fit in convex zones.
#84
08/17/2003 (11:42 am)
The Man has Done it Gentlemen. :)

DreamFlower has wrote a .MAP exporter for CS3.

I have got try this out with some levels I created.

cartographyshop.thegamecreators.com/?m=forum_view&t=15199&b=13

Now the real experiment can began.

I have to give the guy his KUDOS if it works.
#85
08/18/2003 (7:13 am)
First Test:

Created a simple Box and exported to Map. It saved

Created a simple level and exported it to Map. It Saved

Loaded a complex Level and exported it to Map. it Saved

Pulled up Worldcraft to see if I can load these Maps

Number one couldnt load error 152 1 solid not loaded

Number two coulndt load error 152 125 solids not loaded

Number three couldnt load error 152 459 solids not loaded

Next I ran the Map2Dif program using the GUI interface version

Number one error brushes cannot be associated with meshes halted. all others were the same.

Not that I expected all to work smoothly the first time heh but still a little tweaking and long nights and voila.
#86
08/18/2003 (7:17 am)
Johnny can you post the map file? I would like to take a look at it (see if there is any garbage in it).

Thanks.

John.
#87
08/18/2003 (9:10 am)
There are several versions of the .map file.

What version is the exporter creating?
#88
08/18/2003 (9:35 am)
It's based off of the Half Life map spec, but I'm not sure how well the exporter follows it.
#89
08/19/2003 (10:37 am)
Johnny,

You mentioned that you need hosting for the map files. I can host them, just send them to me and I'll toss them on my server. Emails in my profile...

John.
#90
08/19/2003 (12:24 pm)
@ Bob

K I sent the email Bob, just read it and reply back to me when you can. Working on cleaning my computers up and getting stuff organize.
#91
08/22/2003 (12:53 pm)
Johnny,

DreamFlower released a new exporter, he claims this one exports all brushes and meshes properly. I picked up CS and will start testing it tonight.

John.
#92
08/22/2003 (3:24 pm)
@Bob

Been very busy converting a portion of the house into a dev area. Going to check that out and will get that email to you ASAP tonight.

Johnny
#93
08/26/2003 (2:54 pm)
Got the latest .MAP exporter. the only strange thing is it saves my levels ok. But when I try to load them up in Worldcraft I get nothing but the views. Is there something I forgetting to change these maps are not very complex but I tried different ways to save it. wireframe, texture, and just a solid. but they all load up the same in Worldcraft just the view screens.
#94
05/01/2004 (12:30 pm)
So I have cartography shop3. Will I be able to use It for the torque engine? Because I originally bought It for dark basic pro. Now I have Torque. I dont want to give up cartography shop.
#95
05/03/2004 (4:13 pm)
If the author of CS added DIF or Valve220 .map format then yes. There has been a lot of talk of this, so your chances are good. Have not tested it myself yet.
#96
05/03/2004 (5:07 pm)
Heh strange feeling, saying this, but this old thread is old.

If you got CS3 you will need to upgrade. Josh Klint is working on a newer Cartography shop 5. and it will have DIF support.I think so dont quote me on that LOL.

Bob the Builder is releasing a new exporter. I have been using CS4 and like it for ease of use and no license hassle. Bob's exporter may come out before CS 5. He has released his great lighting pack already.

Thats pretty much all the updated info I know of. But with all the stuff coming out of GG a lot great third party apps are slowing emerging with support for the torque engine in one form or another with professional quality apps. "Gamespace, Blender, Cartography Shop, etc.,

John H.
#97
05/03/2004 (5:20 pm)
@Jerry: go to this link www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4571 This is an exporter for CS 3.1. It works ok with this version but not with CS 4.0. The guy that works with me uses 3.1 to export into Torque.

CS5.5 is supposed to support Torque. It will be the end of the year before he finishes it he said.
#98
05/03/2004 (5:22 pm)
@Jerry: go to this link www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4571 This is an exporter for CS 3.1. It works ok with this version but not with CS 4.0. The guy that works with me uses 3.1 to export into Torque.

CS5.5 is supposed to support Torque. It will be the end of the year before he finishes it he said.
#99
01/05/2005 (12:36 pm)
FYI. I've released a new DIF exporter for the Torque Game Engine and the Torque Shader Engine as a Cartography Shop 4.1 plugin. You can see my post for it over here.
#100
01/06/2005 (12:56 pm)
@Tom

Great I need to revisit some of the stuff I created. I need to check out your new exporter.

John H
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