3DRT is looking for a Torque engine expert
by 3DRT · in Artist Corner · 10/26/2006 (5:29 pm) · 33 replies
Hi
First of all let me introduce myself.
I'm running a www.3drt.com website to provide best quality art contents for game developers.
Due to lots of requests from our customers we decided to convert our library to torque format. My aritsts were straggling bad to learn all the character exporting tricks. I can't say exporting characters to torque format is an easy task. After fighting Torque tools for some weeks we really gave up and decided it will be more efficient to collaborate with some Torque experts to support us in this hard but all worth it task.
So to make it shorter and clearer. We propose a free commercial license to all the products that will be converted by the expert who agrees to do that. In addition we'll grant a 30% permanent discount to all our products that are published.
We are looking for a top quality expert, who has great experience with Torque engine and learnt all the evil aspects of this complex engine. We expect that person (or party) to test models in all ways possible within engine and to make sure they are 100% compatiable.
If you are interested please contact me at mail@3drt.com
Thank you :)
First of all let me introduce myself.
I'm running a www.3drt.com website to provide best quality art contents for game developers.
Due to lots of requests from our customers we decided to convert our library to torque format. My aritsts were straggling bad to learn all the character exporting tricks. I can't say exporting characters to torque format is an easy task. After fighting Torque tools for some weeks we really gave up and decided it will be more efficient to collaborate with some Torque experts to support us in this hard but all worth it task.
So to make it shorter and clearer. We propose a free commercial license to all the products that will be converted by the expert who agrees to do that. In addition we'll grant a 30% permanent discount to all our products that are published.
We are looking for a top quality expert, who has great experience with Torque engine and learnt all the evil aspects of this complex engine. We expect that person (or party) to test models in all ways possible within engine and to make sure they are 100% compatiable.
If you are interested please contact me at mail@3drt.com
Thank you :)
About the author
#2
10/26/2006 (6:49 pm)
I'll bump this up for you, since I'm tired of my hacked conversions of your great models and like David, I'm hoping someone will take you up on this.
#3
10/26/2006 (7:43 pm)
I already own most of the 3DRT non-human models, but maybe we can work something out... I sent an e-mail with screenshots of some of your models in Torque.
#4
Buzz me if you are interested in these.
Will you also make other things available in Torque format besides the characters?
Edit
-----
We also got the WW2 tank pack converted for Torque. Only half way through converting them to the tank pack though
airaceonline.arcadersplanet.com/movies/IndustryPack.wmv
10/27/2006 (1:19 am)
We got the industrial pack totally converted to Torque models. DTS though- not DIF. With ultra simple collision (its for Air Ace, so we do not need precise collision). Perfect for RTS and larger scale games (not FPS)Buzz me if you are interested in these.
Will you also make other things available in Torque format besides the characters?
Edit
-----
We also got the WW2 tank pack converted for Torque. Only half way through converting them to the tank pack though
airaceonline.arcadersplanet.com/movies/IndustryPack.wmv
#5
Will create DTS as playermodel (all nodes), including animations as .dsq's, Buildings as DTS (with collision) and/or Dif.
10/27/2006 (2:37 am)
I'll take you up on this 3DRT. If you you use Max 8 there should be no trouble making all of your items Torque ready. Sending you e-mail in a bit.Will create DTS as playermodel (all nodes), including animations as .dsq's, Buildings as DTS (with collision) and/or Dif.
#6
My team has been doing some pretty crazy character/model workflow stuff w/ Torque lately.
Feel free to drop us a line if you still need Torque help or have motion capture questions.
10/30/2006 (4:03 am)
I've been window shopping the place for days, glad to see you here!My team has been doing some pretty crazy character/model workflow stuff w/ Torque lately.
Feel free to drop us a line if you still need Torque help or have motion capture questions.
#7
I own the 3drt tank pack and will have to get the vehicles info TGE. Is it difficult?
11/18/2006 (12:53 am)
@ThomasI own the 3drt tank pack and will have to get the vehicles info TGE. Is it difficult?
#8
Rest of static models shouldn't take long.
Now it takes time to udpate all the files.
In any case if you get any files from us that are not converted our expert Mark will deal them easy :)
thank you Mark
12/20/2006 (3:09 pm)
I'm happy to notify all interested that we have finished exporting all the characters.Rest of static models shouldn't take long.
Now it takes time to udpate all the files.
In any case if you get any files from us that are not converted our expert Mark will deal them easy :)
thank you Mark
#9
12/20/2006 (3:25 pm)
I just download the Free monster character animated model that is not in Torque format. Will that be update to the Torque format so we can check to see how it will work with Torque. I want check make sure all node is there and how it will work with different scripts. Did you export the model so we can use different setskin with it or is this not allow? I am asking because the free model does not have this. To use setskin in Torque the model texture file it is exported with must be name base.monster.png or jpeg. Thanks.
#10
12/20/2006 (4:53 pm)
For those of us that have already purchased the models, will we be able to re-download them with the updated files containing .DIF's?
#11
all the instructions (how to get free updates) will be posted in our newsletter.
We have major update with lots of models changed some new textures and animations so it takes time to update everything.
I'm not a torque expert but what are .DIF files? ;)
I'm aware of .DTS models and .DSQ animations only yet
Fucifer
same free monster update will be announced in our newsletter.
12/20/2006 (5:06 pm)
Sure Tonyall the instructions (how to get free updates) will be posted in our newsletter.
We have major update with lots of models changed some new textures and animations so it takes time to update everything.
I'm not a torque expert but what are .DIF files? ;)
I'm aware of .DTS models and .DSQ animations only yet
Fucifer
same free monster update will be announced in our newsletter.
#12
Dif is interior for Torque, BSP Brush.
12/20/2006 (5:25 pm)
Alright I am waiting. I want to test the model to see if it work with my scripts you have some models I want buy. Dif is interior for Torque, BSP Brush.
#13
12/20/2006 (7:56 pm)
Oops, DTS is what I meant... although it might be nice if the buildings were in DIF format, but no biggie.
#14
As Max mentioned I was doing the converting for all of them and would be happy to help if theres some stuff ya need to know.
As far as Difs go, I am sorry I will retract my statement further up above. The Source Files are .max (3dsMax8) and it was not possible to go to .dif with them, so Buildings are DTS files. Afaict the Buildings are geared towards the RTS Kit so they work nicely as DTS and do not have collisions. Since you get the Max Source Files with your purchase it is rather easy to add collisions if needed.
We did not use base.skinname.jpg as that is too specific for a given project. I tried to create everything very baseline as you can't possibly take any eventual needs into account.
Every Model is exported as .dts with one (or multiple) .jpgs or .pngs. Most Characters have 3 LODs (except the Girls which broke Multires on every attempt)
All Models have eye,cam,ski0,ski1,Unlink and mount nodes so they work as player models.
DSQs for every animation.
And of course source files in .psd (some I believe) or .jpg and .max to add and change what you will need for your individual project.
Cheers
12/20/2006 (8:51 pm)
Heya allAs Max mentioned I was doing the converting for all of them and would be happy to help if theres some stuff ya need to know.
As far as Difs go, I am sorry I will retract my statement further up above. The Source Files are .max (3dsMax8) and it was not possible to go to .dif with them, so Buildings are DTS files. Afaict the Buildings are geared towards the RTS Kit so they work nicely as DTS and do not have collisions. Since you get the Max Source Files with your purchase it is rather easy to add collisions if needed.
We did not use base.skinname.jpg as that is too specific for a given project. I tried to create everything very baseline as you can't possibly take any eventual needs into account.
Every Model is exported as .dts with one (or multiple) .jpgs or .pngs. Most Characters have 3 LODs (except the Girls which broke Multires on every attempt)
All Models have eye,cam,ski0,ski1,Unlink and mount nodes so they work as player models.
DSQs for every animation.
And of course source files in .psd (some I believe) or .jpg and .max to add and change what you will need for your individual project.
Cheers
#15
12/21/2006 (12:55 pm)
Super nice
#16
12/21/2006 (5:47 pm)
I donot agree with base.skinname.jpg as that is too specific for a given project. It is part of Torque out of the box. I think if you going charge up to $100 or more for model that is Torque format it should support the Torque feature out of the box. From what I have seem from form people use base.skinname.jpg. If you dont do this then everyone has reexport the model and hope that come out right. Or write some more code to get a Torque out box feature.
#17
I do think most people use the traditional one texture per model approach. base.skinname.png is for runtime customizability in relations with the hiding mesh ressource.
Using the hiding mesh of course requires creation of alternate meshes and re-export as well.
Kork, Adam, Jill, all the Models in the GG Store as well do not use base.skin they are also setup traditionally.
Lastly the models where produced for any Engine prior to this TGE port. They where not setup for TGE, but Max wanted to do that by popular request, to save us torquers the extra work of re-rigging, setting up nodes etc to make them TGE ready. This has not changed the pricing at all. So that is a bonus for free-gratis. :)
Re-exporting the models now takes you no time at all. Load the .max file change the texture, hit export whole shape.
If you need more changes, like added mount nodes, more LODs or similar (which is why I said I cant take all eventualities into account) you have to change and re-export it in any case.
12/21/2006 (10:41 pm)
Yep, we disagree on this Issue. I do think most people use the traditional one texture per model approach. base.skinname.png is for runtime customizability in relations with the hiding mesh ressource.
Using the hiding mesh of course requires creation of alternate meshes and re-export as well.
Kork, Adam, Jill, all the Models in the GG Store as well do not use base.skin they are also setup traditionally.
Lastly the models where produced for any Engine prior to this TGE port. They where not setup for TGE, but Max wanted to do that by popular request, to save us torquers the extra work of re-rigging, setting up nodes etc to make them TGE ready. This has not changed the pricing at all. So that is a bonus for free-gratis. :)
Re-exporting the models now takes you no time at all. Load the .max file change the texture, hit export whole shape.
If you need more changes, like added mount nodes, more LODs or similar (which is why I said I cant take all eventualities into account) you have to change and re-export it in any case.
#18
"Re-exporting the models now takes you no time at all. Load the .max file change the texture, hit export whole shape." This easy as long you dont run into problems. Plus key word here is max, so how many indie people you think has 3ds max. Plus another problem is have reexport every time use new texture. Yes think about it, I have ten texture, reexport each one. That is time plus now instead of having 10 mb now I have 100mb that just taking room up that should not. When I can have one base model with 10 texture with about 12mb.
I think it was very nice to export the model for us I thank you for doing it. But to me the process was not well plan.
Plus to me the pack in the store are there to learn from that why they come with source file like max, milkshape, etc.
I understand you cant take all eventualities into account this is out box feature not a special feature. If you do search on the form I think you will find I am not the only who has brought this up. Because this feature is not use by the artist most new people to Torque does not even know about outstanding feature and how easy it would make things.
To me one of the best pack that came out is the Games Extract CarPack_1_0_0. Why? Because it was outstanding work, plus plus it took advantage of this feature and made life so much easier. I would buy another one his pack in second because of this.
Best of Luck, I hope the sale goes very well. They are outstanding models.
12/22/2006 (6:05 am)
See that the problem. Community member do use base.skinname.png or jpg but most of the artist pack does not take advantage of this so we have to reexport the models. I dont understand why artist are not take this advantage. It would be so easy to put out skin pack for them. One reason I stop buying the pack because it does not take advantage of this. Community member are write there own code to get around this."Re-exporting the models now takes you no time at all. Load the .max file change the texture, hit export whole shape." This easy as long you dont run into problems. Plus key word here is max, so how many indie people you think has 3ds max. Plus another problem is have reexport every time use new texture. Yes think about it, I have ten texture, reexport each one. That is time plus now instead of having 10 mb now I have 100mb that just taking room up that should not. When I can have one base model with 10 texture with about 12mb.
I think it was very nice to export the model for us I thank you for doing it. But to me the process was not well plan.
Plus to me the pack in the store are there to learn from that why they come with source file like max, milkshape, etc.
I understand you cant take all eventualities into account this is out box feature not a special feature. If you do search on the form I think you will find I am not the only who has brought this up. Because this feature is not use by the artist most new people to Torque does not even know about outstanding feature and how easy it would make things.
To me one of the best pack that came out is the Games Extract CarPack_1_0_0. Why? Because it was outstanding work, plus plus it took advantage of this feature and made life so much easier. I would buy another one his pack in second because of this.
Best of Luck, I hope the sale goes very well. They are outstanding models.
#19
Indeed, a very reasonable question for Torque engine tools developers.
12/22/2006 (6:10 am)
"Plus another problem is have reexport every time use new texture. Yes think about it"Indeed, a very reasonable question for Torque engine tools developers.
#20
And of course, we have exported the models multiple times with every texture, which for the "Fellhound model" for instance is you get 10 dts, according to the 10 textures.
(EDIT 6 not 10 heh, the Alien has 10, the Fellhound has 6. *coughs*)
Now I understand the "not everyone has 3dsmax" point.
So here's an offer: If you have or want some models, I can re-export them with base.skinname.png for you or anyone that needs it. Edit: (on a case by case basis, so you have to own the requested model. Ahem, I won't go an re-export all of the models again for this option. :) - Thanks for understanding)
Cheers
12/22/2006 (6:24 am)
Fucifer, you do not need to re-export everytime you use a new texture. Just create a new folder copy the model and another texture and give the texture the same name. Thats one solution. The other of course is writing some code to do it. And of course, we have exported the models multiple times with every texture, which for the "Fellhound model" for instance is you get 10 dts, according to the 10 textures.
(EDIT 6 not 10 heh, the Alien has 10, the Fellhound has 6. *coughs*)
Now I understand the "not everyone has 3dsmax" point.
So here's an offer: If you have or want some models, I can re-export them with base.skinname.png for you or anyone that needs it. Edit: (on a case by case basis, so you have to own the requested model. Ahem, I won't go an re-export all of the models again for this option. :) - Thanks for understanding)
Cheers
Employee David Montgomery-Blake
David MontgomeryBlake