Exporting objects from Blender to the Torque Game Engine.
by Shane09 · in Artist Corner · 01/19/2009 (9:34 am) · 13 replies
I am extremely new to this feature. What questions lie ahead are extremely vital to the creation of my game. I currently own the Game Programmer's Guide to Torque, & I am also looking for answers in that book as you read. So lets begin... One of the most important questions (In my opinion) I am going to ask is going to deal with 'Static Shapes' & 'Shapes'. What is the difference between the two, when adding shapes into your game? Is one for a different use such as NPC characters with paths scripted to them? Or objects that can be mounted on the player? Another question has to do with textured files exported from Blender. I recently created a 3d Heckler & Koch UMP, textured and all. I exported it in ".Dts QUICK EXPORT" (NOTE: I noticed there is .dts export & .dts quick export. Is there a difference? If so, for what?), then uploading it into a test mission using the Torque Game Engine mission editor. The model came out just fine, but no texture appeared :( Could this be that I used "QUICK EXPORT"? Also, how do you mount the gun on the player? I know how to make it shoot, and set up the particles that leave the bullet holes, but I have no clue how to get it mounted.
Thank you for reading this & taking the time to answer it :)
EDIT: I think I found out about 'Shapes' & 'Static Shapes' :)
Shape: interactive items such as coins, pickups, and powerups
Static Shape: Shapes with little or no movement and/or interaction capabilities.
But is a car a 'Shape', & a gun a 'Shape' also?
Thank you for reading this & taking the time to answer it :)
EDIT: I think I found out about 'Shapes' & 'Static Shapes' :)
Shape: interactive items such as coins, pickups, and powerups
Static Shape: Shapes with little or no movement and/or interaction capabilities.
But is a car a 'Shape', & a gun a 'Shape' also?
#2
01/19/2009 (2:29 pm)
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#3
jsgreenawalt.com/Blender-DTS-Exporter/documentation/index.html
01/19/2009 (3:45 pm)
Lol, I completely forgot to mention Joseph's fantastic documentation.jsgreenawalt.com/Blender-DTS-Exporter/documentation/index.html
#4
01/21/2009 (6:43 pm)
Yes, it is UV mapped. It's just a gun I created. I placed the ".jpg" picture in the folder where the gun can be added to the mission using the mission editor. But to texture my gun, I took it from a image from Google Images. If I resize the image then the texture would be messed up. Or would it? But anyways, I used the image of the gun for texturing it & using it as a background image. What am I doing wrong here? The gun still shows up grey in the mission editor. I'm not too sure I can finish my content pack without it textured. I don't really know anyone that would like to buy untextured models. Do I have to restart my gun from scratch using a different protocol to be able to get it to run properly in Torque?
#5
01/21/2009 (6:53 pm)
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#6
I really look forward to that tutorial. It sounds helpful. Are you going to post it on your site? Or if not, do you happen to know the URL where it will be added?
Thanks.
01/22/2009 (1:51 pm)
Yes, I wouldn't take an image randomly from a website for the real deal. I made this gun as a test to learn some things as modeling and importing it into Torque.I really look forward to that tutorial. It sounds helpful. Are you going to post it on your site? Or if not, do you happen to know the URL where it will be added?
Thanks.
#7
01/22/2009 (1:54 pm)
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#8
One more question. How would you recommend texturing objects (such as a gun) to be released in a game or a content pack?
01/22/2009 (7:10 pm)
Wow that tutorial is extremely helpful. Thanks a lot. I'm sure lots of others will find the tutorial helpful, too. Thanks.One more question. How would you recommend texturing objects (such as a gun) to be released in a game or a content pack?
#9
01/22/2009 (7:16 pm)
lucky i still use the old version where i don't even have to do this as in the older version there's a auto set up future to exporting things to dts and it works every time. you have to have a older blender version to get the version to work but that's fine with me.
#10
01/22/2009 (7:32 pm)
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#11
01/22/2009 (7:34 pm)
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#12
01/24/2009 (6:39 am)
About the power of 2 textures. As long as both sides have a perfect square root, the texture will export? Like say 3x81? This is just an example. I don't really have a texture this small. They don't have to be the same like 256x256, or 512x512, etc... Correct?
#13
01/24/2009 (11:02 am)
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Associate Steve Acaster
[YorkshireRifles]
To mount a weapon you'll need a mountpoint, and a muzzlepoint for bullets to come out of.
Look through the site's Documentation -> Artist pages, there lots of links to things. Also look at modelling for other programs and not just Blender. Look in TDN (via artist page), there's info on setting up nodes (mountpoint etc).
And finally don't be afraid of the search function!
And to get you started, check this out. It's for Maya, but the principles are the same. You can use armatures for nodes.
Basic Weapon setup