Game Development Community

UnrealEd export to usable files in Torque3D

by Kyle Brechin · in Artist Corner · 02/21/2011 (1:14 pm) · 8 replies

Hey all,

I'm a programmer by nature but my lack of artistic friends and old knowledge of UnrealEd have caused me to ask this question:



Is there any way for me to use maps/assets created with UnrealEd in Torque3D? I don't remember what I can/can't export to in UnrealEd.

Is this possible in any way?

(I'm trackin' I can use Hammer, and Constructor is just horrid.)

#1
02/21/2011 (2:21 pm)
Hammer (or Constructor) are BSP editors but the format is deprecated in T3D... Still work but it's better if you don't rely on it...

For buildings I find much better to use Sketchup, very easy for who came from BSP editors and much more powerful... It will take really a breze to familiarize with it, can export straight in a lot of formats, also collada.
Then collada files can be imported straight into T3D, autogenerating DTS files, the proprietary shape format for Torque engines with all the advantages this can mean (LOD in primis).

With little practice and the rights (free) plugins you can do easily more advanced design you never thought to be capable of.

sketchup.google.com/3dwarehouse/download?mid=2fb1b21e7c8f5d1c4ecb6348ddeba5da&am...

sketchup.google.com/3dwarehouse/download?mid=85ad6be79571a5a53fb08e46b59c973&...

sketchup.google.com/3dwarehouse/download?mid=c91469d0ca77faedd7a172bf51fa58a0&am...

sketchup.google.com/3dwarehouse/download?mid=baf5d764c53d156260bec0abd962aecf&am...

In my opinion Sketchup is really better than many of the "big names" for modelling buildings (it's designed for them in the end)... It works drawing lines with sort of autosnap from point to point, really similar to how you would design your building on a paper...


The only thing it really lacks respect to those "big names", for such kind of modeling purpose, it's the texturing side. But who came from BSP editors may find its simplicity in texturing really familiar.
#2
02/21/2011 (3:59 pm)
Wow, +10 for SkyNet.. er, Google!

Would I run into any major snags if I wanted to export as collada and import into say 3DS Max or Maya? Sketchup would be great to get a basic building down, then hit it with a powerhouse to improve it on what Sketchup lacks in. But I'll check some plugins first as well.

Thanks for all the links and video as well.
#3
02/24/2011 (3:19 pm)
Hey, thanks for the heads up on Sketchup. It really is easy to build things in, although the texturing could be better. So long to Constructor.
#4
03/02/2011 (4:04 am)
There are a lot of export options for sketchup out of the box and with free plugins you can find around even more...

Exporting and reimporting into 3ds max (sketchup export straight to .3ds) is really easy and I have not found any problem till now... I'll do that quiet often for better control of the texturing process...
#5
03/02/2011 (11:48 pm)
The Pro version of Sketchup is required to be able to export, is that correct?
#6
03/03/2011 (3:02 am)
Standard free version can export to .DAE and with free user created plugin to .X or .OBJ

Pro version additional can export to those formats:
3DS (.3ds)
AutoCAD DWG (.dwg)
AutoCAD DXF (.dxf)
FBX (.fbx).
OBJ (.obj)
XSI (.xsi)
VRML (.vrml)

If needed you can use Autodesk free FBX Converter to convert .DAE or .OBJ to .FBX ... then you can import the .FBX straight into max or do a .FBX to .3ds conversion if needed for some reason...
#7
03/03/2011 (3:14 pm)
For us poor people, we can open .x and .obj in Milkshape or UUW3D, which also opens .dae.
#8
03/03/2011 (3:44 pm)
UUW3D it's a great tool for better texturing what you can do in free version of sketchup :-D