Max or Maya to Torque?
by Josh Lindeman · in Torque Game Engine · 06/27/2004 (7:09 am) · 4 replies
Hi, just getting started here and I'm wondering if there's anyway I can avoid using Quark as much as possible...? I'd STRONGLY prefer to do all of my modeling in Max or Maya, but it seems that things aren't really set up to do that. Anybody know of any way around this, or any ideas on how to do most of my modeling in a modeling package, and just bring stuff into Quark for placement or something?
#2
06/27/2004 (11:53 am)
I though I had heard disparaging things about the Gamespace map exporter. Though I think there's more than one, so maybe it was only one of them...
#3
06/28/2004 (4:52 am)
Thanks for the info, and thanks for the heads up on the search function!
#4
06/28/2004 (10:47 am)
This is probably obvious to everyone, but has not yet been mentioned in this thread: Max and Maya can be used for DTS shapes, just not for "interiors" or DIF shapes.
Associate Logan Foster
perPixel Studios
To sum things up. The short answer is 'NO' there is no way to use a 3D modeling application like Max or Maya to create DIF models for your game. The problem lies with the fact that these applications do not have an decent .MAP file exporter available to them (the second problem is that the artist needs to adjust how they model and build more like they are working with Lego blocks). The only 3D application that can export to a MAP file with any consistency is GameSpace. So you are unfortunately left with Hammer or Quark as your only reliable solutions to produce DIF art for your game.
Logan