Maya, torque and bsp trees
by Affectworks · in Torque Game Engine · 01/04/2005 (8:23 pm) · 2 replies
Greetings!
After purchasing the SDK and pouring over the documentation for several weeks there is one burning question that eludes me.
If I create the base world (ground, sky) from inside the torque engine and proceed to create all my map objects from maya, bypassing Quark altogether, what are the negative sides to this?
I have a vague recollection that I read somewhere that the Torque does not calculate the bsp tree if the objects doesn't go through Quark?
Thanks so much for your time!
Fredrik Skarstedt
Artist
Affectworks
After purchasing the SDK and pouring over the documentation for several weeks there is one burning question that eludes me.
If I create the base world (ground, sky) from inside the torque engine and proceed to create all my map objects from maya, bypassing Quark altogether, what are the negative sides to this?
I have a vague recollection that I read somewhere that the Torque does not calculate the bsp tree if the objects doesn't go through Quark?
Thanks so much for your time!
Fredrik Skarstedt
Artist
Affectworks
Associate Tom Spilman
Sickhead Games
So because of the simplified collision (not BSPs) you shouldn't use DTS shapes for complex interiors.
Now you have the DIF format:
From my experience trying to export DIF interiors from Maya is a bad idea. Maya allows you too many tools to shoot yourself in the foot with when making an interior which should only consist of convex shapes. There are some utilities for Maya to help you with this, but i don't know of any that i'd trust for shipping a game with.
I understand why you would want to circumvent QuArK (alot of people find it painful to use). There are other options; you have Worldcraft/Hammer, Cartography Shop (now with a real DIF exporter... shameless plug), Q3Radiant, or Gamespace. Each has it's pros and cons.
My suggestion is to check out the DIF export matrix and really try to create a map with each one to test them.