Exporting terrain file in 3ds Max to Torque Engine
by Playware · in Artist Corner · 08/08/2005 (12:19 am) · 2 replies
Hi,
I am using 3ds max 7 at this moment and creating a terrain. What are the tools or plug-ins that i can use to export the terrain i created in 3d max 7 into torque? Is there any better way to create terrains other than using 3d max 7 like a terrain editor tool or a particular software that works with torque?
I am using 3ds max 7 at this moment and creating a terrain. What are the tools or plug-ins that i can use to export the terrain i created in 3d max 7 into torque? Is there any better way to create terrains other than using 3d max 7 like a terrain editor tool or a particular software that works with torque?
About the author
#2
Although the steps to do this have been listed a few times already on this site (which a simple search option will pull up), to use an application such 3DS Max (versus Bryce or Terragen like Zach suggested) to develop your heightmap is as follows:
- Setup a gradient bitmap procedural material, set self illumination to 100 (to prefent lighting from adjusting your heightmap)
- Apply it to your 3D model of your terrain so that the gradient is applied via height (black at the bottom, white at the top)
- Render and get your heightmap
- Bring said heightmap into Torque and use the Mission Editor to do the rest.
Pretty simple huh?
Building the terrain itself can be done in a variety of ways, use what ever you are familiar and comfortable with. Personally I use splines, shape merge, a plane and Edit Poly modifier to build and adjust my terrains as needed. It doesnt take me long at all to build detailed and custom terrains that I need (takes under 10 minutes) and have used this method for everything done in Lore Invasion and now Realm Wars 2.
08/08/2005 (8:34 am)
I actually have no issues with using 3DS Max (or similar 3D application) to quickly build a terrain file for use as a heightmap, especially since its a realativly easy task that one can complete in a little to no time at all. It all really comes down to how much experiance that you have with your 3D application to be perfectly honest.Although the steps to do this have been listed a few times already on this site (which a simple search option will pull up), to use an application such 3DS Max (versus Bryce or Terragen like Zach suggested) to develop your heightmap is as follows:
- Setup a gradient bitmap procedural material, set self illumination to 100 (to prefent lighting from adjusting your heightmap)
- Apply it to your 3D model of your terrain so that the gradient is applied via height (black at the bottom, white at the top)
- Render and get your heightmap
- Bring said heightmap into Torque and use the Mission Editor to do the rest.
Pretty simple huh?
Building the terrain itself can be done in a variety of ways, use what ever you are familiar and comfortable with. Personally I use splines, shape merge, a plane and Edit Poly modifier to build and adjust my terrains as needed. It doesnt take me long at all to build detailed and custom terrains that I need (takes under 10 minutes) and have used this method for everything done in Lore Invasion and now Realm Wars 2.
Torque Owner Zach
(eh, doing a quick search didn't yield any relevant advice. If you need detailed instruction on how to make a height map from either program just email me and I can walk you through it.)
There are some tricks you can use to export decent terrain from 3ds max but its really more trouble than its worth and will probably leave you with a slower frame rate.
If your planning on making models in 3ds max then you're going to want to download the dts plug-in from the "torque for artists" section of the website.
www.garagegames.com/mg/projects/tge/artist.php
edited to make a little sense