DIF formatted interiors
by Joshua Brown · in Artist Corner · 04/06/2005 (12:55 pm) · 9 replies
Hi all. I am very new here. I am learning programming for this engine and I have a little experience in 3d modelling.
I am however a little confused with the DIF formatting that they talk about. How do I go about creating these DIF formatted interiors? Is their a special process? Or can I just export a model from 3ds max as a DIF object. How do I specify what things are passable and impassable etc...
any help would be much appreciated.
-Josh
I am however a little confused with the DIF formatting that they talk about. How do I go about creating these DIF formatted interiors? Is their a special process? Or can I just export a model from 3ds max as a DIF object. How do I specify what things are passable and impassable etc...
any help would be much appreciated.
-Josh
About the author
#2
04/06/2005 (1:42 pm)
OH BTW, dif format creates its own collision so u dont have to worry about any collision
#3
04/06/2005 (2:19 pm)
If you're a max user, you can check out Game Level Builder as well. Do a search for it on the forums and you'll find the success rate of people using it to make interiors for Torque.
#4
-Josh
04/06/2005 (5:21 pm)
Ok, well from what I understand, I don't NEED any other programs outside of 3ds to make DIF formatted models. And I don't necessarily want to drop another 40 dollars on GLB. So basically I am asking, what format or file extension or whatever do I need to export my models in, in order for them to be "DIF" formatted for the torque engine?-Josh
#5
The GLB 2.22 is completely free and has everything you'd need: www.maple3d.com/MainFrameGLB2Page.htm
It can be really frustrating starting out, but after a while you get used it and with a little time make some good looking models. The only problem I suffer with is lightleaks, but I'm slowly working my way through them.
04/07/2005 (12:00 am)
Well as far as I know if you want portals/lights and detail brushes in your interior scene then you have to use QuArK at some point. The models need to be in .map format before they can be exported, so you'd need to create the map in QuArK or Max using the GLB.The GLB 2.22 is completely free and has everything you'd need: www.maple3d.com/MainFrameGLB2Page.htm
It can be really frustrating starting out, but after a while you get used it and with a little time make some good looking models. The only problem I suffer with is lightleaks, but I'm slowly working my way through them.
#6
-Josh
04/07/2005 (10:30 am)
Ah, thank y ou. I didn't even notice that v 2.2 was free. I think I'll try that. And maybe even quark. I'll have to diddle around with it. Thanks-Josh
#7
04/07/2005 (11:44 am)
Do youself a favor... dont try and do interiors in max. By and large, its a waste of time. Go for quark or hammer or game level builder... anything that is designed to create .map geometry.
#8
I also stress... don't use 3dsmax or Maya to do DIF interiors. There are very good reasons for the limitations placed on you in BSP tools like quark, hammer, or cartshop. Use one of them and you'll be much better off.
04/07/2005 (12:30 pm)
I'll chime in with Cartography Shop as another option for building DIF interiors.I also stress... don't use 3dsmax or Maya to do DIF interiors. There are very good reasons for the limitations placed on you in BSP tools like quark, hammer, or cartshop. Use one of them and you'll be much better off.
#9
Thank you all for the help.
-Josh
04/07/2005 (1:02 pm)
Okay okay... hehe. I'll Get one of those apps. I'll nix Max for the interiors. Besides, conquering models in max for torque will be enough for me.Thank you all for the help.
-Josh
Torque 3D Owner Scooby Brown
i bought a book called 3d game programming all in one which included quark and a map2diff plugin that is used with torque.
dif files are used for envirnmental structures like buildings. it may be a little complicated at first but practise makes perfect
ps : welcome to GG :)