Game Development Community

Torque Constructor - info please :)

by Rodney (OldRod) Burns · in Torque Game Engine · 03/10/2005 (7:26 am) · 30 replies

Dropping this Torque Constructor bomb on us in a news item and not giving details is cruel :)

For those that haven't seen it, look here:

http://www.garagegames.com/news/7317

Torque Constructor - an interior editor integrated into the Torque tool set!

Now, seeing this news post yesterday was the first I'd heard of it, so I'm assuming the devs were keeping it secret during development. The cat is definitely out of the bag now, so fill us in please :)

Questions I thought of on the drive in to work this morning:

1 - Does it work with .map files? Or does it work directly with .dts files? Is there still an exporter needed?

2 - Are textures read in directly from the same path as the engine looks for them? So we don't have to play "texture swapping" games to get our textures to show up in the game the same as in the editor?

3 - When will it be released?

4 - How integrated is "integrated"? Is it integrated like the terrain editor? Where you hit a key while running the game and up pops the interior editor? Or is it a separate tool that runs outside of the game engine?

5 - When will it be released?

6 - What's the estimated cost? Or is it open source?

7 - And most importantly... when will it be released? :)
Page«First 1 2 Next»
#21
04/06/2005 (8:20 pm)
Very interesting.... It would be nice to have it load in game so you could get things scaled more simply. I have been in level design for the last 6 years (since tribes 1) and have used almost every editor possible to use in Torque and Radiant seems to have the most strait forward controls. Any chance of having them customizable or be able to be set a different profiles (hammer, quark, radiant, CS)?
#22
05/02/2005 (6:12 am)
Ill buy it 4 sure!!!!!.


Any beta testers needed?
#23
05/02/2005 (8:50 am)
The news of this has finally conviced me to buy a torgue license :) I should be putting in my order in the next two weeks.
#24
05/02/2005 (9:11 am)
One question/feature request that I have is will it support torque script? This will allow developers to add their own functionality to the product and even allow them to sell scripts that can do some interesting or cool things. Basically just like any other modeling tool.
#25
05/02/2005 (2:09 pm)
Or if not TS, Python maybe?
#26
05/02/2005 (8:48 pm)
Good news, I had a looming feeling I wuold have to have a .map importer built but you guys have saved me a bit of time..
#27
05/13/2005 (12:48 am)
Robert Blanchet Jr. -
Quote:
When it's done.

I need a Obj -> Map converter, or the ability to import .obj files (even though just the shape)...
That would allow us to keep modeling with our favourite tools and just import em to texture and export.
#28
05/13/2005 (1:41 am)
The team is working very hard and we make it a policy to not promise dates even though we push ourselves to hit very agressive milestones.

We got the incredible opportunity to sit down with the lead UI guru at Apple and get some direct input on Constructor, all I can say is even the prototype was rockn' on the 21st of April.

Quote:Dave and Mark got to sit down with Apple's use-ability guru, John Geleynse, and walk-through both Torque ShowTool Pro and the prototype of Torque Constructor (the interior editor we announced at GDC). It was clear that we could have spent a few days collaborating on some of the ways both Torque and our editors could be more Aqua'ish' as well as ideas around improved work flow. It was also good to see all the parts that Dave and our team have right and are becoming a solid foundation to build on.

When we get closer we'll be making additional announcements.
#29
05/13/2005 (11:43 am)
Will it havge a linux build available from its release date? show tool .
#30
01/12/2006 (5:18 am)
Is there any more news about constructor?... we are in a new year already, maybe we can get lucky :D:D:D

Best regards from Argentina,

www.theelixir.com.ar
Page«First 1 2 Next»