XSI Softimage support
by Michael Niedda · in Artist Corner · 02/21/2006 (11:09 pm) · 7 replies
I started using Softimage recently and found it lightyears ahead of Max and Maya, in terms of stability, ease of use, and superior performance in just about everything . . . or at least thats what the PR dudes said at a XSI Softimage showcase at my school :P
Seriously, of the 72 hours of use I got outta of it, I was able to preform the same tasks I've done in Max, and for some reason, it does it better. Since when did XSI get all powerful and easy to use? Right now, a Maya user can convert because they have intergrated a whole UI migration system for Maya users, next version they're putting in Max user migration.
My question is, is Softimage fully supported yet in Torque? Does it have its own DTS/DSQ/MAP exporters, would I still need to use QuArK or other similar BSP builders?
Seriously, of the 72 hours of use I got outta of it, I was able to preform the same tasks I've done in Max, and for some reason, it does it better. Since when did XSI get all powerful and easy to use? Right now, a Maya user can convert because they have intergrated a whole UI migration system for Maya users, next version they're putting in Max user migration.
My question is, is Softimage fully supported yet in Torque? Does it have its own DTS/DSQ/MAP exporters, would I still need to use QuArK or other similar BSP builders?
About the author
#2
02/22/2006 (1:41 pm)
The XSI Mod Tool has script tools for building Half-Life 2 maps. I saw a video but have not tried them. Maybe the scripts could be converted for Torque use, but I'll be waiting on Constructor.
#3
02/22/2006 (1:52 pm)
I thought that the HL2 maps were completely reconstructed away from the brush mentality. But then, I don't know.
#4
I have set up a way to build basic convex maps using Max and XSI. All I do is use grid/face/vertex snaps and set the grid spacing to 32. As far as determing what shapes are valid or not, I use a script in Max that checks if a shape is convex or not, thanx to Matt Jones :)
Whats Constructor?
02/23/2006 (10:00 pm)
I'm lookin foward to the XSI support for DTS/DSQ.I have set up a way to build basic convex maps using Max and XSI. All I do is use grid/face/vertex snaps and set the grid spacing to 32. As far as determing what shapes are valid or not, I use a script in Max that checks if a shape is convex or not, thanx to Matt Jones :)
Whats Constructor?
#6
One of the biggest problems I have with torque and mixing DIF with other collisions is a lack of a dependable DIF export from Max. The only method that comes close is to use Hammer to parse a GLB .map file through map2dif. Quark just isn't reliable enough to produce a accurate map from a GLB map for some reason :(
If XSI had a DIF exporter that was good, I'd consider using it for sure, particularly if it had a Max user friendly interface.
02/23/2006 (10:52 pm)
I think its a mistake to knock out DIf support from polysoup modelers. You often don't need Vast ammounts of collision, and it's quite common to use very low poly (hidden) collisions with more detailed visuals.One of the biggest problems I have with torque and mixing DIF with other collisions is a lack of a dependable DIF export from Max. The only method that comes close is to use Hammer to parse a GLB .map file through map2dif. Quark just isn't reliable enough to produce a accurate map from a GLB map for some reason :(
If XSI had a DIF exporter that was good, I'd consider using it for sure, particularly if it had a Max user friendly interface.
#7
I was told that there might be 3D Max migration in version 6. ;)
02/24/2006 (12:05 am)
"...Max user friendly interface."I was told that there might be 3D Max migration in version 6. ;)
Employee David Montgomery-Blake
David MontgomeryBlake
I doubt there will be a DIF exporter soon, though. People who use polysoup modeling packages often don't want to work with the restrictions forced upon them with brush-based exporters (why don't my vertices line up after the extrusion proces to create "valid" geometry? Why did it generate so many triangles to make my concave geometry convex? etc).
So, until I am proven wrong (and we can always hope), you'll be using Quark/Radiant/3D World Studio/Constructor.