DIF Model Size
by William Shellman · in Artist Corner · 01/08/2008 (1:18 pm) · 14 replies
O.K.! So far, I have a structure model in which there are few small problems. It has a parking lot connected to it, and also a strip added to the lot. The problem with the lot is that when I export it to Torque, the Lot is misaligned from the Structure. I have attempted to slightly move the building, then after being unsuccessful, the Parking Lot. The Lot move succeded in straightening it out somewhat, but it is still very slightly off center. I will continue to play with it. Furthermore, I somehow accidentally clicked a series of buttons which caused my views to be altered, and I want to get it back to the original settings. For some reason this new view has compromised my models and they will not even out. The rate of change in the cursor movement is way too much! I could send you the DIF file if you request a visual of the problems. I'm sure I've done something wrong. I ask only that the model be confidential!
It is an orginal work not for sale or use. I only need an inspection for the model. I realize that the size problem is hard to understand, so I'll send all the components to the model to any requests. Unfortunately, I have yet to master the art of E-Mail messages, but I will continue to try to send the textures that go with the model. I tried to pack them in a zip file, but the e-mail program (Hotmail) will not send such a large file for some reason. I'm still working on it! Anyway, I hope to hear from anyone
soon. I really need help here.
It is an orginal work not for sale or use. I only need an inspection for the model. I realize that the size problem is hard to understand, so I'll send all the components to the model to any requests. Unfortunately, I have yet to master the art of E-Mail messages, but I will continue to try to send the textures that go with the model. I tried to pack them in a zip file, but the e-mail program (Hotmail) will not send such a large file for some reason. I'm still working on it! Anyway, I hope to hear from anyone
soon. I really need help here.
About the author
#2
Thanks for all your help responding to my thread, David! I still would like your opinion of the model nonetheless. You may also see problems that I do not. I still have a little more work to do on it, but it is ready for introduction into my game. Thanks again for you help.
01/09/2008 (5:10 am)
Whadaya know! I took some time to study my QuArk Configuration file and low and behold, I found the problem to my scaling and editing. I changed the "Grid Step" to a lower number and now the polys line up.Thanks for all your help responding to my thread, David! I still would like your opinion of the model nonetheless. You may also see problems that I do not. I still have a little more work to do on it, but it is ready for introduction into my game. Thanks again for you help.
#3
01/09/2008 (7:27 am)
Glad you resolved it! Nice little map! I'd recommend portaling it to optimize rendering, but it's looking good so far!
#4
I do have a question! Is it not possible to use Diggers to open entryways into a structure? I do intend to add doorway frames and the doors, so does that mean that I must add a Portal in every Digger? The reason I ask is because I intend for every opening to be enterable. For instance, if the charactors are fighting, and someone gets thrown out the window, they need to be able to pass through it. But I also intend to add Breakable Glass to the windows. I will begin studying the Portal aspects of modeling in the mean time, but I just wondered if you might know anything about accomplishing this feat. I thank you for any information on this matter that you can provide. Again, thank you for your expertise.
01/11/2008 (3:37 am)
Thanks, David! I haven't really studied the documentation on Portals, but I am going into it now.I do have a question! Is it not possible to use Diggers to open entryways into a structure? I do intend to add doorway frames and the doors, so does that mean that I must add a Portal in every Digger? The reason I ask is because I intend for every opening to be enterable. For instance, if the charactors are fighting, and someone gets thrown out the window, they need to be able to pass through it. But I also intend to add Breakable Glass to the windows. I will begin studying the Portal aspects of modeling in the mean time, but I just wondered if you might know anything about accomplishing this feat. I thank you for any information on this matter that you can provide. Again, thank you for your expertise.
#5
01/11/2008 (3:46 am)
QUARK's 'Diggers' are calculated into the BSP tree BEFORE portals are. So yes, you can use 'Diggers' and portals together. One thing to watch for is the fact portals dont like to work in complex archways, in this case i find myself having utmost best luck putting the portal in hallways where ever the geometry is rather simple.
#6
01/11/2008 (5:19 am)
Thanks for the info Caylo! The Diggers are simple cubes. Then should I place the Portals over top of the Diggers?
#7
01/11/2008 (7:18 am)
Yes, that should work.
#8
I realize that Blender is better for animations, but I still have a little difficulty with the sizing difference between QuArk and Blender. Is there some way to match the size variation, or do I simply have to wing it? I am also having difficulties getting my parking lot textures lined up. What I mean is, the texture that I created for the platfofm model is lined up and centered in QuArk, but when I import it into Torque, it is off center. I can send the model to anyone who has any ideas on how to correct this. Thanks for your help.
01/12/2008 (2:35 am)
Thanks, Caylo! I was also wondering if it would be better to create the doors in QuArk, or Blender.I realize that Blender is better for animations, but I still have a little difficulty with the sizing difference between QuArk and Blender. Is there some way to match the size variation, or do I simply have to wing it? I am also having difficulties getting my parking lot textures lined up. What I mean is, the texture that I created for the platfofm model is lined up and centered in QuArk, but when I import it into Torque, it is off center. I can send the model to anyone who has any ideas on how to correct this. Thanks for your help.
#9
01/12/2008 (7:41 am)
Until pathed interiors are fully supported, the best way to make doors is currently in blender. Do a search for map23ds (it was in one of Matt's blogs) to convert .map geometry to a .3ds for referencing in traditional 3D apps.
#10
01/12/2008 (9:15 am)
Thanks for the heads up, David! Can you tell me anything about the problem between QuArk and Torque with the Parking Lots? I can send you the model, .map, and .dif if it will help.
#11
01/12/2008 (9:27 am)
Nice informations here. Let me ask something, i made a cenario in the Constructor, and now im getting some objects that i made in the 3D max and putting in the cenario as Static Meshs, and in the end i want to export it all as .dif, it is the best way to go?
#12
that I must set some type of scale for the textures? I used the scaling system in QuArk's texture browser
to size the texture on the model (scale to fit poly utility-the middle icon), so am I using the wrong scale?
Thanks for any help you can give me on this matter.
01/12/2008 (11:54 am)
Thanks, Diego! Initially, that was how I was working with the model. I created the structure first, then added the parking lot to it and exported it all as a .dif file. When I was building thetwo parts, I matched up all the lines with the structure, and sized it to match the designs, but when I open it up in Torque, it seems that the parking lot is not where I placed it. I thought that if I moved the lines over slightly on the texture, and then placed it on the parking lot, that it would center it when I openedit up in Torque, but no dice! It is still over too far from the structure and one side of it is too wide. What I mean is, the entire created texture is on the left hand side, and the right side has the empty blacktop color of the texture (no lines). I have trimmed it down, moved the lines, moved the structure, and remade the texture several times, but it still comes out the same way, off center. Is it in my QuArk configuration that I must set some type of scale for the textures? I used the scaling system in QuArk's texture browser
to size the texture on the model (scale to fit poly utility-the middle icon), so am I using the wrong scale?
Thanks for any help you can give me on this matter.
#13
01/13/2008 (6:56 am)
William, here we left the quark a long time ago, now we are using the constructor for it, i cant tell you the details, because im the programmer lead of my project, so i only know the general about the 3D area, but the think i know, whe choose the constructor because it had more tools, expecialy in the texture area. It has its down sides too, like it crash a lot, has some bugs, but it is doing its job for us. I hope it can help.
#14
I had 2 different dimensions on the texture like (128x66) instead of (128x128). The offset dimensions is what the problem was. I have resized all textures to comply with those peramiters (I may have spelled that wrong). I love QuArk despite popular chioces because I am not ready to invest in any other programs until I am well into game building. At the present time, I am only a beginner. I have only been working on this entire system since May, 2007, and still have not even mastered UV Mapping, or Portals yet, so I only need a learning tool for now. I believe that the QuArk and Blender programs are excellent tools, and I will more likely use them to create most of my work in the future as well. I do appreciate everyone's help in responding to my posts, and I want to thank you, Diego, for your suggestion. I will look into Constructor a little later, but right now, I'm doing alright with the QuArk and Blender. Thanks for your response.
01/13/2008 (10:01 pm)
Thanks, Deigo! Fortunately, I have retraced my steps in the QuArk configuration, and found the problems with the Grid and Poly movements. I didn't have the textures set to the proper multiples of 2.I had 2 different dimensions on the texture like (128x66) instead of (128x128). The offset dimensions is what the problem was. I have resized all textures to comply with those peramiters (I may have spelled that wrong). I love QuArk despite popular chioces because I am not ready to invest in any other programs until I am well into game building. At the present time, I am only a beginner. I have only been working on this entire system since May, 2007, and still have not even mastered UV Mapping, or Portals yet, so I only need a learning tool for now. I believe that the QuArk and Blender programs are excellent tools, and I will more likely use them to create most of my work in the future as well. I do appreciate everyone's help in responding to my posts, and I want to thank you, Diego, for your suggestion. I will look into Constructor a little later, but right now, I'm doing alright with the QuArk and Blender. Thanks for your response.
Associate David Montgomery-Blake
David MontgomeryBlake