GameSpace Level Exporter - anyone used?
by John Vanderbeck · in Torque Game Engine · 03/29/2004 (3:02 pm) · 7 replies
gameSpace Level Exporter.
I'm curious if anyone out there has used this if they can tell me how well it works, if it works at all? It claims Torque support, but there is no demo. I was thinking of purchasing it for one of our modelers who uses gameSpace, but i'm not apt to purchase something without knowing if it works, or how well it works.
I'm curious if anyone out there has used this if they can tell me how well it works, if it works at all? It claims Torque support, but there is no demo. I was thinking of purchasing it for one of our modelers who uses gameSpace, but i'm not apt to purchase something without knowing if it works, or how well it works.
#2
03/31/2004 (9:14 am)
The reason I was looking at this one specifically, was because it seems a more integrated development system, rather than just an exporter. It implied that it would automaticly split models to make them convex, etc, whereas the one you mention does not. I know it isn't a huge thing, but I just wanted to try and make his life a little easier :)
#3
Do tell if you get some positive feedback re: the exporter.
03/31/2004 (9:27 am)
Fair enough, John. I must admit I wasn't aware of the automajically splitting into convex surfaces. Hmmm... That could be fairly nifty. We've a whole collection of models we've created in trueSpace (over the years) which could save us tons of modelling time...Do tell if you get some positive feedback re: the exporter.
#4
I assume that we have to import it into quark,Worldcraft or Hammer. I read the other day that someone is working on a exporter for gamespace. It was supposed to export dif and dts formats. I can't find the thread at this moment but try searching by using 'gamespace' in the forums here. If I find it I will post the link here.
here is the link... www.garagegames.com/mg/snapshot/view.php?qid=681
Also found out that you can contact them and get a Beta version to use. www.darkindustries.com/
03/31/2004 (1:42 pm)
@John Quote:*2 Converting from MAP to final level may require compilation in tools such as WED, Hammer, etc, which either accompany the game or game engine software, or which are available freely.
I assume that we have to import it into quark,Worldcraft or Hammer. I read the other day that someone is working on a exporter for gamespace. It was supposed to export dif and dts formats. I can't find the thread at this moment but try searching by using 'gamespace' in the forums here. If I find it I will post the link here.
here is the link... www.garagegames.com/mg/snapshot/view.php?qid=681
Also found out that you can contact them and get a Beta version to use. www.darkindustries.com/
#5
04/01/2004 (11:25 am)
If gamespace exports to Valve220 map format, you should be able to run it strait through map2dif... unless of course it doesn't handle texture coords (most 2map exporters don't), then you'll have to do your texturing in Quark.
#6
gameSpace is a great 3D app wich in many ways reminds you of A/W Maya and this appealed alot to me since I have used Maya on several different (non-game related) projects but was unable to use it in my Torque pipe-line due to license issues.
For like $269 I got a product that had similiar poly-modeling functions but also had some bugs wich can be annoying on occasions.
My experience of the Level-Exporter (LE)so far is two-fold and here is why:
Pros:
It allows you to use all the built in tools you normally use in your poly-modelling day such as extrude and bend etc. etc.
When you have learned the basic tools you can quickly prototype ideas, making it much quicker to work with than hammer/quark.
You have excellent project features wich allows you to have different projects-files that collects all the geometry you have created.
Manage complex scenes in layers and lock/hide the ones you don't need.
Texture-baking built-in.
Cons:
The geometry break-out function works and works well but it is hard to get a hang of when and how it will break it. Since Caligari/Greenbriar (the author of the LE) hasn't released proper tutorials yet (the are about too), it is some times tedious to trial-and-error your way to a proper result until you start learning it.
Texture-UVs are still in an infant stage. I have found no alternative here since this is an issue with every BSP exporter there is (yes an I have tried some of these alternatives) so currently I revert to quark for that. There is an upgrade about to be released that will have better support for UV but I haven't seen it yet.
I'm very pleased with the purchase even tough there has been some harsh words regarding this subject on the gameSpace forum, the LE allows me to deploy more geometry compared to quark (wich I really dislikes due to the UI) and I have a professional 3D modeller as bonus. Right now 90% of my art-work is derived from this package.
I would recommend this deal to anyone that couldn't afford Max/Maya simply because you have the features/functionality of these programs at a fraction of their price.
04/10/2004 (10:22 pm)
Hello all, I went ahead and bought gameSpace because of the Level Exporter bundle they had on the release of v1.5 and because I had out-grown MilkShape, so far I'm basically pleased with it.gameSpace is a great 3D app wich in many ways reminds you of A/W Maya and this appealed alot to me since I have used Maya on several different (non-game related) projects but was unable to use it in my Torque pipe-line due to license issues.
For like $269 I got a product that had similiar poly-modeling functions but also had some bugs wich can be annoying on occasions.
My experience of the Level-Exporter (LE)so far is two-fold and here is why:
Pros:
It allows you to use all the built in tools you normally use in your poly-modelling day such as extrude and bend etc. etc.
When you have learned the basic tools you can quickly prototype ideas, making it much quicker to work with than hammer/quark.
You have excellent project features wich allows you to have different projects-files that collects all the geometry you have created.
Manage complex scenes in layers and lock/hide the ones you don't need.
Texture-baking built-in.
Cons:
The geometry break-out function works and works well but it is hard to get a hang of when and how it will break it. Since Caligari/Greenbriar (the author of the LE) hasn't released proper tutorials yet (the are about too), it is some times tedious to trial-and-error your way to a proper result until you start learning it.
Texture-UVs are still in an infant stage. I have found no alternative here since this is an issue with every BSP exporter there is (yes an I have tried some of these alternatives) so currently I revert to quark for that. There is an upgrade about to be released that will have better support for UV but I haven't seen it yet.
I'm very pleased with the purchase even tough there has been some harsh words regarding this subject on the gameSpace forum, the LE allows me to deploy more geometry compared to quark (wich I really dislikes due to the UI) and I have a professional 3D modeller as bonus. Right now 90% of my art-work is derived from this package.
I would recommend this deal to anyone that couldn't afford Max/Maya simply because you have the features/functionality of these programs at a fraction of their price.
#7
04/10/2004 (10:39 pm)
I'd like to point out www.digitalflux.com/mapexporter.html as the home of my trueSpace/gameSpace mapExporter. :)
Torque Owner Cisor
As far as I can remember, Ted Southard was involved in writing it and has tutorials for using it on his site.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5034