New level editing tool from GreenBriar Studio
by Joe Bird · in Artist Corner · 04/14/2004 (11:21 pm) · 31 replies
I haven't tried it, but the features page says it exports to Torque map formats and there is a demo available. It can also do modeling and animation. I just noticed it on the GreenBriar Studio page. It's called ToolBox and starts at $95.
ToolBox
ToolBox
#2
04/15/2004 (6:33 am)
I hope it works better than their GameSpace level exporter...
#3
04/15/2004 (9:27 am)
This would be great if it does what it claims. I guess we will see.
#4
04/15/2004 (10:23 am)
Do tell when you get the demo...
#5
It would be sweet to have another map editing solution, but only really useful if it were cross-platform or offered massively better interface than Quark.
04/15/2004 (11:22 am)
It'd be nice if people developing tools for the engine let us know about them...It would be sweet to have another map editing solution, but only really useful if it were cross-platform or offered massively better interface than Quark.
#6
04/15/2004 (12:01 pm)
Looks good at first glance. Hopefully they'll tie all those features together a little better, it seems like a nice goal, but the features also seem like they're trying to cover every base they can before putting full and powerful implementations in place, and that doesn't exactly make it useful if that's what's happening.
#7
For a closer look at what ToolBox can do check out the manual, which is available on the site in .pdf.
The developer also mentioned that static/animated .dts export is in the works. Since I use Torque, Blitz3D, and Poser, this might be a great app for me. It would be nice to be able to animate my characters in Poser then export them to .dts through ToolBox.
04/15/2004 (5:32 pm)
I just got the demo and am trying it out. So far it has been easier to get to grips with than QuArK for me. I'll be trying out the "Plan To Building" feature tonight. It seems you can draw 2D plans with doors/windows and generate single or multi-level buildings with it.For a closer look at what ToolBox can do check out the manual, which is available on the site in .pdf.
The developer also mentioned that static/animated .dts export is in the works. Since I use Torque, Blitz3D, and Poser, this might be a great app for me. It would be nice to be able to animate my characters in Poser then export them to .dts through ToolBox.
#8
On the Toolbox by GreenBriar Studio... they released the GameSpace level editor that is supposed to export directly into Torque. It is currently not doing to good with Torque or A6 engines. Caligari is working with them to resolve the issues of the exporting to these engines. It is best that you go to the forums of the users for that software to see what problems they have and to ask others about it. They CLAIM alot but I can't see them having it working if they can't get it to work on their other program. I know several Torque owners are testing and about to ask for their money back on the level editor if they don't get it working. Just do a little research and ask questions before you buy it.
04/15/2004 (6:34 pm)
We are using Cartography Shop for other engines. JoshKlint is working on version 5 in which he said he will support .dif format. I know that he has contacted GG and they have sent the info he needs about .dif format. We are using ver 3.1 with a .dif exporter for Cartography. It is a great program and like using it. And it is alot easier to use. Here is the thread about what he plans to do with it. Beware of the flames though. Some people are mad because he may charge for the upgrade. On the Toolbox by GreenBriar Studio... they released the GameSpace level editor that is supposed to export directly into Torque. It is currently not doing to good with Torque or A6 engines. Caligari is working with them to resolve the issues of the exporting to these engines. It is best that you go to the forums of the users for that software to see what problems they have and to ask others about it. They CLAIM alot but I can't see them having it working if they can't get it to work on their other program. I know several Torque owners are testing and about to ask for their money back on the level editor if they don't get it working. Just do a little research and ask questions before you buy it.
#11
04/15/2004 (7:44 pm)
@Ted: yeah...yeah!....we know...LOL....we are getting it next month. It better do the job!:)) We have to buy gamespace first. The guy that does the modeling said he wanted to get your exporter since someone else recommended it to me. I think gamespace is going to meet most of our needs. Already got the dts exporter for it. By this time next month we will be like 2 kids at christmas with our new toys...LOL.
#12
Just gotta grab Gamespace sometime this month.
04/15/2004 (8:24 pm)
I'm still heading that way myself for Ted and Gamespace. :)Just gotta grab Gamespace sometime this month.
#13
Joe is now helping us test ToolBox, both in general and specifically for Torque use. Dts output is under constuction. When ready, we will announce here. The demo is still avilable in the meantime.
All comments and suggestions for new features are always welcome.
David
www.GreenbriarStudio.com/3D
04/21/2004 (6:43 am)
Hi,Joe is now helping us test ToolBox, both in general and specifically for Torque use. Dts output is under constuction. When ready, we will announce here. The demo is still avilable in the meantime.
All comments and suggestions for new features are always welcome.
David
www.GreenbriarStudio.com/3D
#14
04/21/2004 (4:05 pm)
I'll put up screenshots as soon as I get some stuff into Torque.
#15
06/29/2004 (6:31 pm)
Any news yet?
#16
06/30/2004 (3:28 am)
Unfortunatly I have been working on my PHP website the past few weeks so have not checked up on this. The last map I made I saved it out as a Quake 2 .map then converted it to Valve220 in QuArK. Static .dts export is in, but animated .dts is not yet in. I'll check on the Valve220 export tonight.
#17
I mostly just want this for the ability to import poser into torque :D
06/30/2004 (6:53 am)
HUh? Oh well I bought it last night. So far no word from the author on how to actually obtain the product. Once I have it, I will post what I can and can't get to work.I mostly just want this for the ability to import poser into torque :D
#18
> I've attached the ToolBox II code and the Serial Reader used to get the
> license info. Unzip it anywhere you want. ToolBox only has one dll that
> needs to stay with the application.
>
> You will need to download the current manual from the ToolBox page of the
> website, if you haven't already (it's 3.5M and growing and I can no longer
> email it.)
>
> When you first run ToolBox, it will come up in Demo mode (save disabled)
> until I can get you the license. To do this, run the SerialReader app and
> email me the number it will display on your screen. Then I will create and
> email you the license key.
>
> Are you using this to help build games? For what game system?
>
> I coded ToolBox a little differently, in that all versions are compiled from
> the same code base, so as I fix bugs in the ToolBox III I'm working on at
> the moment (you always keep finding small ones) they are fixed in all
> versions. Expect frequent small bug fix updates. Also, bugs you find and I
> fix are fixed in all versions. I'm too lazy to do things more than once, and
> it's impossible to keep up with.
>
> If you find a bug, or something that you can't get to work the way it should
> (or something that would really make what you are working on easier) please
> send them in.
>
> Bug fixes are highest priority. I've been able to fix a lot of them the same
> day. New helpful stuff to get you out of a jam is second and third is my
> worklist of stuff I'm trying/wanting to add.
>
> Please send tool suggestions! Most of of the existing tools came from
> customer requests and suggestions.
>
>
> Currently, I am rewriting the whole Poser system. The Poser loader in this
> release is the same as in the demo - loads mesh, all morphs, textures and
> bones, but only has the simple mesh to bone assignment built in.
>
> I'm changing this, with help from DAZ, to use the full Poser system - joint
> angles, bulge, falloff sphere, so it will be an exact dupe of the Poser mesh
> deformation system for animation. We will then be able to import and export
> directly to and from both Poser and DAZ|Studio formats. I will send this as
> a free update as soon as I have a debugged version.
>
> Are you using this for a game or for Poser creation? The 3dgs import/export
> is complete, if you are using that one, and I've been trying to get someone
> to help me test and finish the torque export. (The torque map2dif no longer
> supports Quake format and I'm trying to get switched over to the halflife
> with special lights format that map2dif can still read.)
>
> Let me know what your goals are.
>
> Thanks for the order!
> David
However my first attempts to import Poser content do not appear to work.
We paid for the ToolBox2 product that costs nearly $200 which is twice what Torque costs. It appears to be either not able to do what we purchased it for, or simply not intended for this purpose. However reading from the website, it would appear that the intentions of the product are to have this functionality.
Oh well, I will keep yall updated.
06/30/2004 (8:44 am)
12 hours after I purchased I recieved this email from them.> I've attached the ToolBox II code and the Serial Reader used to get the
> license info. Unzip it anywhere you want. ToolBox only has one dll that
> needs to stay with the application.
>
> You will need to download the current manual from the ToolBox page of the
> website, if you haven't already (it's 3.5M and growing and I can no longer
> email it.)
>
> When you first run ToolBox, it will come up in Demo mode (save disabled)
> until I can get you the license. To do this, run the SerialReader app and
> email me the number it will display on your screen. Then I will create and
> email you the license key.
>
> Are you using this to help build games? For what game system?
>
> I coded ToolBox a little differently, in that all versions are compiled from
> the same code base, so as I fix bugs in the ToolBox III I'm working on at
> the moment (you always keep finding small ones) they are fixed in all
> versions. Expect frequent small bug fix updates. Also, bugs you find and I
> fix are fixed in all versions. I'm too lazy to do things more than once, and
> it's impossible to keep up with.
>
> If you find a bug, or something that you can't get to work the way it should
> (or something that would really make what you are working on easier) please
> send them in.
>
> Bug fixes are highest priority. I've been able to fix a lot of them the same
> day. New helpful stuff to get you out of a jam is second and third is my
> worklist of stuff I'm trying/wanting to add.
>
> Please send tool suggestions! Most of of the existing tools came from
> customer requests and suggestions.
>
>
> Currently, I am rewriting the whole Poser system. The Poser loader in this
> release is the same as in the demo - loads mesh, all morphs, textures and
> bones, but only has the simple mesh to bone assignment built in.
>
> I'm changing this, with help from DAZ, to use the full Poser system - joint
> angles, bulge, falloff sphere, so it will be an exact dupe of the Poser mesh
> deformation system for animation. We will then be able to import and export
> directly to and from both Poser and DAZ|Studio formats. I will send this as
> a free update as soon as I have a debugged version.
>
> Are you using this for a game or for Poser creation? The 3dgs import/export
> is complete, if you are using that one, and I've been trying to get someone
> to help me test and finish the torque export. (The torque map2dif no longer
> supports Quake format and I'm trying to get switched over to the halflife
> with special lights format that map2dif can still read.)
>
> Let me know what your goals are.
>
> Thanks for the order!
> David
However my first attempts to import Poser content do not appear to work.
We paid for the ToolBox2 product that costs nearly $200 which is twice what Torque costs. It appears to be either not able to do what we purchased it for, or simply not intended for this purpose. However reading from the website, it would appear that the intentions of the product are to have this functionality.
Oh well, I will keep yall updated.
#19
Opening a simple poser file gives the following errors.
Aborting - Can Not Open Object File: :Runtime\Geometries\P5CasualMan\P5CasualMan.obj
Note that this seems to be completely independent of where the file was saved to, and completely independent of where I place the Toolbox.
06/30/2004 (9:14 am)
This products Poser Import appears to be really badly bugged.Opening a simple poser file gives the following errors.
Aborting - Can Not Open Object File: :Runtime\Geometries\P5CasualMan\P5CasualMan.obj
Note that this seems to be completely independent of where the file was saved to, and completely independent of where I place the Toolbox.
#20
Hello,
Sorry, I was at work until almost midnight last night.
So I was not in when you ordered. I reply as quickly as I can, but I've had to take an outside job. I didn;t get to go through emails until this morning.
Also, as I replied to the above email, you have to point to the Poser directory (in Scene settings) so the App knows where the Poser content is, just like in DAZ|Studio. The error above shows a path starting with :Runtime, which means it was not prefaced with the valid path on your machine. Instead the Poser path was blank. Select the Poser.exe from the button on the Scene Settings panel (and if you exit at that point your settings will be saved). then run the Poser import.
I loaded the Don Casual without issue and sent you back a pic.
and from that email:
The only Poser import section under construction is the new Poser joint system that I an switching to. But if you are wanting to use Poser models in games and they are to be animated, you will need the old simpler import style of direct weights (since no game supports the Poser joint system) so I am adding a switch in to let the Poser loader work either way today.
Let me know specifically what you will be trying to do with the figures (static, bone weight animated, etc) and I'll try to get any additions you need done first.
David
06/30/2004 (11:18 am)
I noticed you left off the first two lines of the email:Hello,
Sorry, I was at work until almost midnight last night.
So I was not in when you ordered. I reply as quickly as I can, but I've had to take an outside job. I didn;t get to go through emails until this morning.
Also, as I replied to the above email, you have to point to the Poser directory (in Scene settings) so the App knows where the Poser content is, just like in DAZ|Studio. The error above shows a path starting with :Runtime, which means it was not prefaced with the valid path on your machine. Instead the Poser path was blank. Select the Poser.exe from the button on the Scene Settings panel (and if you exit at that point your settings will be saved). then run the Poser import.
I loaded the Don Casual without issue and sent you back a pic.
and from that email:
The only Poser import section under construction is the new Poser joint system that I an switching to. But if you are wanting to use Poser models in games and they are to be animated, you will need the old simpler import style of direct weights (since no game supports the Poser joint system) so I am adding a switch in to let the Poser loader work either way today.
Let me know specifically what you will be trying to do with the figures (static, bone weight animated, etc) and I'll try to get any additions you need done first.
David
Torque Owner Daniel Brown