Level and characters moddeling
by Alexander Sarton · in Artist Corner · 01/08/2009 (8:56 am) · 2 replies
Hello,
I just installed torque, now i started it and i found out how togo into world editor, but i expected alot off tools like 3dsmax but only thing is see is how to move the char and objects in the demo level.
How does level editing go in torque and animation off characters implanting them in the game???
Working with 3dsmax is no problem i got 4-5 years off experience, but it's just that i expected something else (i thought u could create the walls, building, anything in torque itself? or am i just looking on the wrong place of the program?
thanx in advance
I just installed torque, now i started it and i found out how togo into world editor, but i expected alot off tools like 3dsmax but only thing is see is how to move the char and objects in the demo level.
How does level editing go in torque and animation off characters implanting them in the game???
Working with 3dsmax is no problem i got 4-5 years off experience, but it's just that i expected something else (i thought u could create the walls, building, anything in torque itself? or am i just looking on the wrong place of the program?
thanx in advance
About the author
#2
As mb pointed out, your two primary pipelines will be working with BSP trees for interiors and those 3 will be your friend. Constructor uses a chunk of the TGE engine at it's core and some argue that it gives you the best in-game representation while working with it, but it can be quite buggy at times and it can take time getting used to its quirkiness. You can use any BSP editor that will export to the .DIF format. Most editors that support .MAP can be used as there are external binaries used to export from .MAP to .DIF (Map2Dif*).
.DTS is the format supported for 3D objects. And all of the editors that mb mentions have .DTS exporters available, either directly from the vendor or supported by the community.
01/08/2009 (11:51 am)
The world editor is used for object placement, object perameter tweaking, and terrain and environment manipulation. Everything else will be done with external tools. As mb pointed out, your two primary pipelines will be working with BSP trees for interiors and those 3 will be your friend. Constructor uses a chunk of the TGE engine at it's core and some argue that it gives you the best in-game representation while working with it, but it can be quite buggy at times and it can take time getting used to its quirkiness. You can use any BSP editor that will export to the .DIF format. Most editors that support .MAP can be used as there are external binaries used to export from .MAP to .DIF (Map2Dif*).
.DTS is the format supported for 3D objects. And all of the editors that mb mentions have .DTS exporters available, either directly from the vendor or supported by the community.
Torque 3D Owner mb
BSP: constructor, quark, worldcraft
3D: Blender, milkshape, lightwave, 3ds max, maya, xsi, etc...