Game Development Community

I just brought Gamespace 1.5

by Fucifer · in Torque Game Engine · 02/12/2004 (8:53 am) · 28 replies

I need to do some more test but so far everything seem to be work very good. It is very easy to use.
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#1
02/12/2004 (9:23 am)
Let us know if the Torque exporters work. Caligari did the work, and we did some test here at GG. We felt the exporter could use more work, but was a start.

-Jeff Tunnell GG
#2
02/12/2004 (11:47 am)
So far I have only export non-animation models but they came out find.
#3
02/12/2004 (12:06 pm)
I've been able to export a simple model fine, but I'm unable to export with collision, and I can't find anything in the docs to lead me towards a way to export collision for the objects. Unfortunately, it also does not appear to currently support transparency, and generates a .jpg texture to which the model is hardcoded(IOW, a png of the same name won't work, and png's don't seem to be supported by it).
#4
02/13/2004 (12:07 pm)
@Ted: Please post these comments in the Caligari forums as well as here, so that they know what still needs to be done.
#5
02/13/2004 (1:52 pm)
What type of texture are you try do. Exm: skin for model or flower on a panel. I do skin for model i use uvmap and that work fine in 1.5. I will do some test on this. Please can you give me more detail.
#6
02/13/2004 (10:53 pm)
@Alex: Trust me, they've been hearing from me ;)
#7
02/13/2004 (11:07 pm)
I posted in the Caligari forums. Basically, to make their exporter useful it really needs a few helpful pointers. A standard cube doesn't have collision and I can find no info on what special objects and/or names must exist to get collision. Also, the map exporter doesn't seem to work for a "basic" cube export.

I would guess I've left out a few steps to get these both working, but with close to 0 help, it's hard to know what's missing.

I did get the exporter from Mark Owen to work - it exported a simple cube with collision on the first try (a DTS) so I know it can be done. Sounds like Ted has gotten DIF to export as well though I haven't bought his exporter yet. I'm waiting to see if the "free" (normally costs $49) MAP exporter will work for me. Sorry Ted - gotta try the freebee first :)

-Nerseus
#8
02/14/2004 (9:20 am)
Transparency does work, and the alpha channel work and I did low pol model, but I have the 1.5 gamespace with the exporter level. if you like to see picture let me know and I will email them to you.
#9
02/14/2004 (9:26 am)
@Michael: Better than a picture would be how you exported to DTS with an alpha map, because I've seen no documentation on that at all, so I'd be very interested in finding out how to do that.
#10
02/14/2004 (10:03 am)
What type dts, are you doing a panel with for a flower.
#11
02/14/2004 (10:10 am)
I'll take information on either. Thanks.
#12
02/14/2004 (2:19 pm)
What your email address, I have create a script for you that will show you how to do it. I just finish it up.
#13
02/14/2004 (10:11 pm)
Ted@DigitalFlux.com

Thanks a million!
#14
02/14/2004 (10:57 pm)
Wouldn't it be better to post in on the net (and forum) so that anyone could use it?
#15
02/15/2004 (6:13 am)
I try post it, I think it is to big because I have screen shot in it.
#16
02/15/2004 (7:07 am)
I think what Dylan meant was, wouldn't it be better if you posted the instructions on how you managed to export the alpha transparency.
#17
02/15/2004 (7:33 am)
Using the tutorial emailed to me, I still can't do it. It's more of a tutorial on how to create an alpha channel for a .png within gameSpace, which is not bad information(it's a nice technique), but it doesn't solve the problem of the exporter creating a .jpg texture out of the .png and using the .jpg instead.

If you replace the .jpg with a .png of the same name, the object ignores the .png and displays without any texture at all. That said, I don't think there's a way to get the objects to export with the .png transparency right now, until the developer stops generating new textures(and why that happens, I have no clue whatsoever).
#18
02/15/2004 (10:29 am)
Create a dummy png which has no alpha channel and it should work. Just make sure the real png with alpha channel and it should work. I think this is more software than export plugins because I ran into it with milkshape and 3d max.
#19
02/15/2004 (10:38 am)
Michael, I'm having a hard time understanding what you're doing to make it work. Whether a "dummy" png is used or not, the export plugin still creates a copy of it as a jpg and uses *that* to texture the object, instead of the png. So, it woudln't matter what the source texture is, or whether it's a dummy or not, because at the end, the object winds up textured with a jpg which has no transparency information.

Have you actually exported an object from gameSpace into TGE using Level Exporter and retained the png texturing with alpha channel? Because as far as I know, it can't be done because that's not how the plugin seems to be designed to work. Every object and png I've thrown at it has so far exported a dts object and jpg texture, not allowing for a png of the same name to be substituted.
#20
02/16/2004 (11:36 am)
Dts models do not contain the textures inside them. Torque will just look for a texture of the same name in the same directory as the dts model. It will grab a png if it doesn't fina a jpg. Not sure why it favors jpg, probably alphabetical.

While gameSpace probably does support this, I don't think that it yet supports the SORT:: algorithms, so you may get weird results with any transparency other than a single billboard.
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