Game Development Community

Modelling and/or Mapping in Linux

by N/A · in Torque Game Engine · 09/12/2003 (7:20 am) · 1 replies

I've spent the past couple of days getting acquainted with Blender, trying (and failing) to get QuArK to work under Wine/WineX, and scouring the web for info on exporters, alternate tools, etc. So far, I don't have too much to show for my efforts, but I haven't given up yet. If worse comes to worse, I've got a copy of Win4Lin sitting around here somewhere, but I'd rather not run a VM if I don't have to.

That said, before I go much further I'd like to know whether anyone who reads this has managed to produce working, commercially legal models on Linux for TGE. If so, what tools did you use and how much of a headache was it?

#1
09/12/2003 (7:57 am)
For mapping there is Quest (google quest-ed) that seems to work, i was working on updating it for linux/windows (v2.4) to use SDL. Unfortunately an HD issue this week caused me to lose most of my code :( . I still have my code to Bmp2Map to create simple map files from bmp files, which i converted to unix/linux (will work for windows when compiled from mingw).

For modeling, there is also ac3d (no exporter for torque though and no animation). If you have money, Maya (alias wavefront) is available for linux, as is Houdini (sidefx). Though am still looking for a fully working tool to create/export models that is cheap/free :)

The author of Milkshape is supposedly thinking/working on a linux/macosx version. Maybe ask him if/when it will be available.