Questions about Torque tools, Maya exporter, dif file formats,..
by Igor G · in Torque Game Engine · 04/03/2007 (6:51 am) · 2 replies
1) Is there a .dif exporter for Maya or a path out of maya for .dif?
2) Is there a way to fix alpha sorting in TGE?
3) Is there a way or a work around to implementing normal/bump mapping in TGE?
4) Is there a way to use the .dds format in TGE?
5) Is there a release date for Constructor on the horizon?
6) What are some techniques people are using for instancing in TGE?
Thanks in advance.
2) Is there a way to fix alpha sorting in TGE?
3) Is there a way or a work around to implementing normal/bump mapping in TGE?
4) Is there a way to use the .dds format in TGE?
5) Is there a release date for Constructor on the horizon?
6) What are some techniques people are using for instancing in TGE?
Thanks in advance.
#2
2. Not sure about the alpha question. What is the problem? Is it with the way that the exporter works? Does it reverse the order of layers? Etc? I don't use Maya, so I'm not sure what the issue is.
3. You would have to rewrite significant portions of the engine code or use TGEA. I'm not sure if the Modernization Kit has included normal mapping/bump mapping on DTS's. DIF's support bump textures.
4. You would need to add it in.
5. April 9, for free.
6. Not sure exactly what you mean by instancing, but I'll assume it is in terms of art assets. Anything that I can reuse, I do. Things like caves can be created in segments and then assembled in the world editor. That way you have only the pieces you need. It is amazing what changing props or detail textures can do. Another thing that you can do is use DTS's with collision boxes. That way your maps can seem a bit more dynamic. Be wary, though as they are not occluded naturally.
According to the product page, one of the nice things about Constructor is that you can add DTS files to your interior, bake out the DIF and they will be placed accordingly with your DIF. Makes detailing much more friendly since you do not have to do the same work twice (once in Constructor and once in the World Editor).
04/03/2007 (7:58 am)
1. You can use Maya 2 Map, but you will have to change your modeling workflow in Maya significantly to make sure that you do not create "illegal" geometry. I would recommend using the right tool for the job (ie. Constructor, 3D World Studio, Quark, Radiant, etc).2. Not sure about the alpha question. What is the problem? Is it with the way that the exporter works? Does it reverse the order of layers? Etc? I don't use Maya, so I'm not sure what the issue is.
3. You would have to rewrite significant portions of the engine code or use TGEA. I'm not sure if the Modernization Kit has included normal mapping/bump mapping on DTS's. DIF's support bump textures.
4. You would need to add it in.
5. April 9, for free.
6. Not sure exactly what you mean by instancing, but I'll assume it is in terms of art assets. Anything that I can reuse, I do. Things like caves can be created in segments and then assembled in the world editor. That way you have only the pieces you need. It is amazing what changing props or detail textures can do. Another thing that you can do is use DTS's with collision boxes. That way your maps can seem a bit more dynamic. Be wary, though as they are not occluded naturally.
According to the product page, one of the nice things about Constructor is that you can add DTS files to your interior, bake out the DIF and they will be placed accordingly with your DIF. Makes detailing much more friendly since you do not have to do the same work twice (once in Constructor and once in the World Editor).
Torque Owner Amr Bekhit
5)YES! According to the news item, Constructor will be released FREE on April the 9th!
--Amr