Game Development Community

3d World Studio and Torque

by Quest Johnny · in Torque Game Engine · 05/13/2006 (7:12 am) · 3 replies

Has anybody out there managed to get 3d World Studio working with Torque?

I paid for and got 5.47, and then found it wouldn't export to Torque, so I downgraded to 5.43

I was able to export, but not make portals. The forums on 3DWS say "put the class as portal" and then export, so I did that, but I got a solid wall. Does anybody know how to make portals, or for that matter, export from 5.47

#1
05/13/2006 (8:16 am)
@Andrew: I have portal and detail working. You can than choose "detailbrush" or "portal" from the classname dropdown list. You find that by going to the menu: Edit-> properties. The Object Properties window open, click Class Info tab, select from Class dropdown detailbrush or portal. You must make a brush first and have it selected to work. I am using 3DWS 5.43... there is two different issues with 5.47 currently, so far 5.43 is the best version for Torque users. Here is my torque.def file to use if you need it.

@pointclass light_omni : "sprites\lightbulb"
[
	alarmtype(choices) : 0
	[
		0 : Normal only
		1 : Alarm only
		2 : Both Alarm and Normal
	]
	color(color) : 255 255 255
	falloff1 : 10
	falloff2 : 1000
]

@PointClass light_spot : "sprites\lightbulb"
[
	target : Target
	color(color) : 255 255 255
   	alarm_type(choices) : 0
   	[
      		0 : Normal only
      		1 : Alarm only
      		2 : Both Alarm and Normal
   	]	
   	falloff1 : 10
   	falloff2 : 1000
   	distance1 : 10
   	distance2 : 1000
	phi : 45
	theta : 35
]

@PointClass light_strobe : "sprites\lightbulb"
[
	name(target_source) : Name
   	speed(choices) : 2
   	[
      		0: Very slow
		1: Slow
      		2: Normal
      		3: Fast
      		4: Very fast
   	]
   	spawnflags : 1
   	alarm_type(choices) : 0
   	[
      		0 : Normal only
      		1 : Alarm only
   	]
   	color1(color) : 255 255 255
   	color2(color) : 0 0 0
   	falloff1 : 10
   	falloff2 : 1000
]

@PointClass light_pulse : "sprites\lightbulb"
[
	 name(target_source) : Name

   speed(choices) : 2
   [
      0: Very slow
			1: Slow
      2: Normal
      3: Fast
      4: Very fast
   ]

   spawnflags(integer) : 1

   alarm_type(choices) : 0
   [
      0 : Normal only
      1 : Alarm only
   ]

   color1(color) : 255 255 255
   color2(color) : 0 0 0
   falloff1(integer) : 10
   falloff2(integer) : 1000
]

@PointClass light_pulse2 : "sprites\lightbulb"
[
	 name(target_source) : Name

   spawnflags(integer) : 1

   alarm_type(choices) : 0
   [
      0 : Normal only
      1 : Alarm only
   ]

   color1(color) : 255 255 255
   color2(color) : 0 0 0

   falloff1(integer) : 10
   falloff2(integer) : 1000

   attack(string) : 1.0
   sustain1(string) : 1.0
   decay(string) : 1.0
   sustain2(string) : 1.0
]

@PointClass light_flicker : "sprites\lightbulb"
[
	 name(target_source) : Name

   speed(choices) : 2
   [
      0: Very slow
			1: Slow
      2: Normal
      3: Fast
      4: Very fast
   ]

   spawnflags(integer) : 1

   alarm_type(choices) : 0
   [
      0 : Normal only
      1 : Alarm only
   ]

   color1(color) : 255 255 255
   color2(color) : 0 0 0
   color3(color) : 0 0 0
   color4(color) : 0 0 0
   color5(color) : 0 0 0

   falloff1(integer) : 10
   falloff2(integer) : 1000
]

@PointClass light_runway : "sprites\lightbulb"
[
	 name(target_source) : Name

	 target(target_destination) : Target

   speed(choices) : 2
   [
      0: Very slow
			1: Slow
      2: Normal
      3: Fast
      4: Very fast
   ]

   color(color) : 255 255 255

   spawnflags(integer) : 1

   alarm_type(choices) : 0
   [
      0 : Normal only
      1 : Alarm only
   ]

   pingpong(choices) : 0
   [
      0 : No
      1 : Yes
   ]

   steps(integer) : 0

   falloff1(integer) : 10
   falloff2(integer) : 1000
]
@SolidClass portal : "prefabs\torque\portal"
[

ambient_light(choices) : 0
[
0:Does not pass through
1: Passes through
]
]

@solidclass detailbrush
[
]
#2
05/15/2006 (8:29 pm)
Thanks that worked great!
#3
01/20/2008 (3:18 pm)
Thank you so much for this thread!