DTS Static Object and DIF Q's
by Crode · in Torque Game Engine · 07/11/2004 (1:56 pm) · 4 replies
Hi all, maybe some artists can help me out. Im still confused about much of the limitations between DIF, DTS lineofsite, lighting, shadows, etc. I need to find a proper format for the art I want to create so I dont waste a bunch of time.
- First of all ive read a few places where there are problems with large sized DTS objects. What exactly are the problems besides not being able to have portal ability (as DIF has) and animation support. Does the engine render every face visible and nonvisible at all times?
- Is there any difference between character DTS setup and static objects that I should know of? (Ive read the Maya docs for DTS character setup though I havnt tested anything yet because I havnt found a compiled version for Maya6 yet)
- Do alpha channel textures work on DTS objects? I know from my testing that alpha channels dont work on DIF structures.
- Do DTS static objects use their own geometry for collision or do I model my own collision separate? This would really save me some time since what I really want is a way of making some geometry that doesnt collide with the player. It seems I cant do this in DIF structures (illusionary entity support not there?)
- Do lights built into a DIF structure light up DTS objects? Im guessing no. Also do lights added inside the world editor light up DIF and DTS objects?
- And same thing for shadows. Do DTS objects cast shadows on other DTS and DIF objects? DIF obects casting shadows on other DIF and DTS objects.
Really my questions here is what the best way to do lighting currently so that indoor and outdoor areas look consistant. I would prefer to use DTS objects as much as possible. Framerate isnt a major priority as long as distant objects wont be rendered. I dont plan on using the heightmap terrain.
- First of all ive read a few places where there are problems with large sized DTS objects. What exactly are the problems besides not being able to have portal ability (as DIF has) and animation support. Does the engine render every face visible and nonvisible at all times?
- Is there any difference between character DTS setup and static objects that I should know of? (Ive read the Maya docs for DTS character setup though I havnt tested anything yet because I havnt found a compiled version for Maya6 yet)
- Do alpha channel textures work on DTS objects? I know from my testing that alpha channels dont work on DIF structures.
- Do DTS static objects use their own geometry for collision or do I model my own collision separate? This would really save me some time since what I really want is a way of making some geometry that doesnt collide with the player. It seems I cant do this in DIF structures (illusionary entity support not there?)
- Do lights built into a DIF structure light up DTS objects? Im guessing no. Also do lights added inside the world editor light up DIF and DTS objects?
- And same thing for shadows. Do DTS objects cast shadows on other DTS and DIF objects? DIF obects casting shadows on other DIF and DTS objects.
Really my questions here is what the best way to do lighting currently so that indoor and outdoor areas look consistant. I would prefer to use DTS objects as much as possible. Framerate isnt a major priority as long as distant objects wont be rendered. I dont plan on using the heightmap terrain.
#2
1. DTS shapes are not culled at all. They're intended to be used for vehicles, powerups, players, etc. where culling parts of the object isn't worthwhile.
2. Not an artist, so I can't say.
3. Yes, with some caveats.
4. You have to model your own geometry seperately (or have VERY slow collisions).
5. They will affect lighting a bit. The lighting pack will make this work better.
6. DTS shapes can cast shadows on DIF shapes, depending on the object type.
07/11/2004 (10:58 pm)
To your questions:1. DTS shapes are not culled at all. They're intended to be used for vehicles, powerups, players, etc. where culling parts of the object isn't worthwhile.
2. Not an artist, so I can't say.
3. Yes, with some caveats.
4. You have to model your own geometry seperately (or have VERY slow collisions).
5. They will affect lighting a bit. The lighting pack will make this work better.
6. DTS shapes can cast shadows on DIF shapes, depending on the object type.
#3
So far ive been gravitating towards Nevrax NeL. This means I will have to work with 3DSMax even though I have much more experience using Hammer and Maya. I know that however and whatever I create in 3dsmax will work and look consistant (I hope).
I will keep following the progress made on TSE while I continue researching and testing.
07/12/2004 (8:29 pm)
I have to be honest im not very entheused with the limitations between the multiple formats. Everything for the character creation and setup seems to work well, its mostly the ability to create semi-realistic lanscape and structures. Even though you are all working towards great shader support it would take too much time to retrofit better way to create environments. I do love the simplicity of hammer and quark style editors but they just dont have the ability and flexibility that a full 3d package has. organic object creation, UVs and projections, realtime rendering, etc. I dont have to worry about leaks, non-planar faces, concave objects.So far ive been gravitating towards Nevrax NeL. This means I will have to work with 3DSMax even though I have much more experience using Hammer and Maya. I know that however and whatever I create in 3dsmax will work and look consistant (I hope).
I will keep following the progress made on TSE while I continue researching and testing.
#4
We do have some stuff in the works to fix this, though. I agree it's suboptimal, although it should not prevent you from making a fun game.
07/13/2004 (9:20 pm)
Having two seperate rendering paths does provide some benefits - you can use the path which is best suited to your tools.We do have some stuff in the works to fix this, though. I agree it's suboptimal, although it should not prevent you from making a fun game.
Torque Owner Daniel Brown
Lights that have been built into dif structures will affect the player objects etc but wont change the shadow direction or anything. Look for $pref::Interior::VertexLighting in client prefs and set it too 0 for nice lighting.
dts objects you can build your own collision meshs for but i dont know about difs.