Game Development Community

Help on 3D modeling for torque

by DavidDeom · in Artist Corner · 03/13/2006 (12:08 pm) · 10 replies

Hello Everyone:

I'm new to Torque Game Engine and Game creation. I'm having dificulties modeling in 3DMax for TGE.
After searching in the forum database I found some links to tutorials the problem is that they talk about downloading sample files but either the downloading links don't exist or they simply don't work.

http://tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Simple_Shape
http://fosters.realmwarsgame.com/maxdts/section1.html

So, my last resource is to ask you, TGE community, for your help.

I want to develop a game or simulation for personal use using a real building as the game environment. (kind of virtual reality game) I have a very complex model of the Building made originally in OpenFlight format, I can export to VRML or STL for 3Dmax to open it. The model is a 10 floor building complete with furnitures.
1) Do I have to re-do all the building in 3Dmax in order to export it for TGE? (personally I want to avoid doing this)
2) Will I have to separate the model in smaller pieces and import them separatedly into TGE?
3) Will I be able to accurate re-build the model inside TGE? How much accurate is positioning in the engine?
4) I'm thinking about exporting the model by pieces in VRML format into 3Dmax, prepare the model and export it to TGE format, then build the pieces together in TGE. Is this the best option?
5) Finally but most important, could you please tell me where can I find a tutorial with working download files?

I've been told that this is a great supporting community, I hope that you can share a light of knowledge with me.

Thank you very much indeed.

David.

#1
03/13/2006 (12:22 pm)
David, my advice is to redo your building in a .map editor (Quark, Hammer...), and then export it to .dif.
The reason is that you will have a lot of collisions problems with dts objects (= objects you can export from 3DS).

Christophe
www.frogames.net
#2
03/13/2006 (1:28 pm)
Christopher: Thank you very much indeed for your quick response!

I'm trying to avoid to start modeling from zero, as the model I want to implement took me about two months to build using a 3D modeling engine that I already knew how to use. I'm not familiar with either Quark or Hammer, do you know if I can import dxf files into those programs? My biggest concern is accuracy, I need the model to be accurate according to the architectural drawings... in the end, If starting from zero is the only way... well, I can live with that, but accuracy is the key element in my project.

Regards.

David.
#3
03/14/2006 (8:41 am)
Hi David,

It sounds like you've violated one of the most important development guidelines... You did not test your art asset production pipeline before commiting several months on step1. It is always a good idea to create a small, simple art asset, and walk it through to entire process, until you get it into the game itself. In essence, what you've done is create a boat inside a bottle, and now you're wanting to get it out without disassembling it.. I wish I could help you, but I can't think of any easy fix to your problem.

B--
#4
03/14/2006 (9:03 am)
Hi Brandon:

The model I created wasn't meant to be used with TGE, I didn't knew TGE back then and I was working with other software (for which the model worked just fine!) I decided to test TGE for creating a virtual environment, I'm just analysing if I can use the previous data in order to save myself some work. Mi model worked just fine, off course, with the software it was designed for.

I don't have any problem with doing the model again in some torque friendly sotfware. The problem is that is a little bit confusing out there, I mean, there are many plugins versions and software to create worlds for TGE, some more professional than others, I guess I will have to test all the possbilities, my candidates right now are:

1) Game Level Builder for 3dMax (I just installed this plugin, not tested yet)
2) Quark (looks like I can't import dxf files and as accuracy is important, this is a problem for me)
3) WorldCraft (Testing it)

As I explained before, my model is a big building, so, my guess right know is to search a modeling software that accepts dxf files (to create an accurate building) and at the same time can export to TGE format.

any Suggestions?

Thank you very much for your help, this is a very nice community indeed!!!

regards.

D.
#5
03/14/2006 (9:51 am)
Well, if you don't want to do anything with the building, you can use the dxf importer for Unwrap3D and then export to OBJ/3DS. Then import into Max and export using the DTS exporter. If you want to do something with it (ie move around inside of it), you will need to add collision boxes and make sure that you disable occlusion for models. to that it doesn't disappear if your line of sight moves beyond the midpoint of the model. It might be a bit disconcerting to have your entire building disappear. Then you will most likely need to split it up into several different models, export each one, and then load them and reconstruct the building in-engine.

It's not a friendly solution and the reliability/performance may be extremely sketchy depending on the detail in the model, etc.
#6
03/14/2006 (10:10 am)
I will have to check that option david.

Thanks.
#7
03/14/2006 (10:52 am)
If your original building for the original engine had csg geometry, you may be able to export that geometry to dif using the max2map and map2dif utilities without too many modifications. You could then import that geometry into whatever map editor you use, and then place the rest of the dts props inside it.

That, or do what david blake said. I'm not entirely sure if it'd work, but there's also the idea of creating a dif version of the building with primitive walls, ramps, stairs, etc, to work solely as collision with completely transparent geometry (again, I don't know if it's possible with torque), making use of the more efficient dif collision detection. Then you overlay that with the dts version of the building, except the dts doesn't have any collision meshes, but is just static.
#8
03/14/2006 (11:45 am)
Thank you all again for such a valuable and inconditional help.

To Raxx (thanks for your answer) unfortunately the original model is not in csg format, however, I'll try your suggestion.

Right now I'm trying to solve this issue using Game Level Builder (GLB) plugin for 3dmax and the Hammer software. As 3Dmax allows dxf import. Just starting with that. I'm going to try Blender software after that. I will have some busy time then.
I really don't mind doing the modeling again, I just love 3d modeling and I always like to work with new software. Life would be very boring without challenges.

Suggestions are stil welcome!

Cheers!!

D.
#9
03/15/2006 (2:08 pm)
Torque friends:

Do you know any 3d software that has the capability to export to Torque (.map) and import dxf files??
I need to create an building (.map) based on dxf... I've been searching and testing but still nothing reliable and easy on the horizon... help...

Thanks.
#10
03/18/2006 (7:27 pm)
I use gamespace 1.6 to build my map. Import the build in there. I take this a solid object. If so cut the inside out with a cube from the bottom. Build rooms, door and stair, etc. Export out using level export than convert to dif using MAP2DIF. If you dont have gamespace, I could do it for you.