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Anyone know if these art packs work in T-3D?

by Ken Knudsen · in Torque 3D Professional · 05/06/2009 (9:48 am) · 24 replies

I want to buy a few art packs just so i can have some assets to play around with.. but I don't want to get them yet if they won't work in t-3D... has anyone bought the following and know if they will work?

Apparatus Doors Pack , The Dungeon Pack Combo , The Female Advanced Character Kit (the male one as well) , First Person Shooter Environment Pack, Villager Pack, sticks and twigs environmental pack...

thanks!
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#1
05/09/2009 (11:06 am)
Well, bought one of the art packs and it doesn't work. *sigh* guess i won't buy anything else for a bit.
#2
05/09/2009 (12:07 pm)
Why does it not work? Which one. Maybe giving more details someone can help you get it to work.

#3
05/09/2009 (12:32 pm)
It's not that hard to get stuff to work.. just post some console errors / warnings.
#4
05/09/2009 (1:56 pm)
Apparatus Doors Pack --> should be dts models that should work without a problem.
The Dungeon Pack Combo --> Dif objects? If so, make sure there's a tgea version. They will work without a problem.
The Female Advanced Character Kit (the male one as well)--> Should work out of the box. Just make sure to follow the instructions. Adam and Ava packs work great.
First Person Shooter Environment Pack, Villager Pack, sticks and twigs environmental pack...--> dunno.
Mainly, if they are dts objects, yes. If they are dif objects for tge, no. You would have to reexport them to tgea dif to get them to work. As for animated objects, you may have a few lines of code (mainly addys) to change.
Quote:Why does it not work? Which one. Maybe giving more details someone can help you get it to work.
It's not that hard to get stuff to work.. just post some console errors / warnings.
I'll echo these two suggestions. Posting your problems helps everyone.


#5
05/09/2009 (2:29 pm)
Just a note. If you are using the Character Kits, make sure you use the a NEW project and not the demos. The demos have DSQ files or animations that may not be compatible with the Character Kits. Gideons structure is different. So use new project "FULL" an you should have the default Kork animations.

#6
05/09/2009 (3:18 pm)
Hey guys, thanks for posting.. K, remember, real new here... I read in some other post about one just taking some assets from one of the demo projects and pasting the files into the project directory, so I did that with the cottage (I believe) directory I had with one of my TGEA examples and it work great, it showed up in world editor and I could use it. I thought great, so perhaps the other stuff will work. I bought the Aste Combo 2 combo pack to start playing around with more stuff. I thought all I had to do was what I did the first time, just copy the directories over to my project. When I go into the world editor, they don't show up for selection. That's all I'm basing my 'it doesn't work on'... I'm still reading some more to figure out if there's exatra stuff I gotta do. I know, i feel like an idoit, but gotta start somewhere i guess.
#7
05/09/2009 (3:22 pm)
First Person Shooter Environment Pack you have to do the alpha fix to get the dts objects to render right and cast shadow right.
#8
05/09/2009 (3:34 pm)
Quote:I bought the Aste Combo 2 combo pack
It's going to be "near" impossible to get these to work. Some will, some won't due to the way they were made. (they are awesome packs tho. I'm hoping Tim will reexport them for tgea/t3d)
#9
05/09/2009 (3:50 pm)
Interesting.. I have the Aste Combo pack from years ago but never used them, never liked them that much, but they did work. I may try again and see if they load up for me..just for the heck of it:)
#10
05/09/2009 (4:00 pm)
ahh crap, I didn't even pay attention to see if they'd work in TGEA, i was just trying his demo project that came with the assets ( I thought that was TGEA, but something was telling me it looked different, now I know). I thought the editor looked different from the TGEA one. *sigh*. Some nice stuff in there to play with too, bugger. I just tried copying over some of his interiors to TGEA and it show's up for selection but bombs out when ya try to select one. Well, if anyone know's of some art packs' available for D/L (that'll work with T3D) that'll give me some assets to play around with, that'd be great.
#11
05/09/2009 (4:12 pm)
You will need to call the MAP files up into Constructor and re-export the DIFs. I tried one, but it never exported the DIF from Constructor. Probably why I never used them as I didn't want to re-export for TGEA:)
#12
05/09/2009 (8:39 pm)
@Randy - did you try the latest constructor? There were fixes put in place specifically for the combo pack.
#13
05/10/2009 (6:59 pm)
@Ken,
I'm working on an update of the Sticks & Twigs Enviroment pack for T3D. Basically things work, it's just the transparent portions of the tree textures for example have to be called in a certain way in the materials.cs script to cast detailed shadows and such, but all the dts models load fine into T3D.

There is also the issue of differences in the terrain systems that make the sample missions pretty much wonked. I'm in the process of bringing those in and updating them I also have to figure out the groundcover system a bit.

If you're new to Torque and don't have any other of the GG engines (TGE or TGEA) then I'd hold off on my Sticks & Twigs Pack, since it *will* work, but you have to massage it quite a bit, whereas hopefully within several weeks(+ -) I should have it updated and it should drop basically in. I'm not rushing to do it, since T3D is still beta and I don't really want to be doing anything twice, but it looks as though all the major components/functionality are in place.

Here are a few screens of what I've been working on so far, (I used url links so as not to junk up your thread with images):

www.monsterpacks.com/contentpacks/temp/screenshot_001-00007.png
www.monsterpacks.com/contentpacks/temp/screenshot_003-00003.png
www.monsterpacks.com/contentpacks/temp/screenshot_003-00005.png
www.monsterpacks.com/contentpacks/temp/screenshot_013-00003.png
www.monsterpacks.com/contentpacks/temp/screenshot_013-00005.png

Thanks, Alan
#14
05/10/2009 (7:38 pm)
Wow... thats looking really good Alan!
#15
05/10/2009 (8:09 pm)
@Jamie,

NO. I haven't used/downloaded the Constructor in a while. I will try it and see. I have been mainly converting everything to DTS when possible.
#16
05/11/2009 (4:07 am)
@All: To use the Aste Combo Packs you need to re-export the Difs. I am currently using some of the models in the Soul Wars (http://www.soulwars.org/) project and all I had to do was re-export them using Constructor.

For other things like DTS files, they work by default ... but it is sometimes better to re-export them as well.
#17
05/11/2009 (6:22 am)
Any chance I can get a simple 1-N step on how to export them properly? I haven't used Constructor yet, but if it's easy enough to do, don't worry about it. I'll load it up tonight and give it a try when I get home.
#18
05/11/2009 (7:09 am)
DSQ Gotcha?
#19
05/11/2009 (9:50 am)
@Ken: open the .map file in Constructor -> File -> Export to Dif. Make sure you move the resulting .dif and relevant textures into the "Interiors" directory. I borrowed a few of those Aste buildings from a friend and exported them with no problems.

@Alan: awesome looking screens for the Sticks & Twigs update.

Quote:
If you are using the Character Kits, make sure you use the a NEW project and not the demos. The demos have DSQ files or animations that may not be compatible with the Character Kits. Gideons structure is different. So use new project "FULL" an you should have the default Kork animations.
Actually Gideon doesn't have a TSShapeConstructor -- he uses his own internal animations. The animations included with the PhysX demo are not used by him and are extraneous. The animations included in the FPS kit are the same old orc animations, but for use with the Boombot, the Forge Solder, and the Spacesuit (there might be a few extra animations in the mix for the different actors but starting in TGEa 1.7 the majority of the animations have been shared instead of duplicated for each shape -- it's the job of the individual TSShapeConstructor(s) to load/merge the appropriate animations. Korc was removed because he's hideous by today's standards, and the SpaceOrc was just plain goofy.
#20
05/11/2009 (7:15 pm)
Okay, I managed to export it easy enough. I copied over all the textures. It shows up for selection in my asset tree, but when I try to add it, the following error happens: vector<t>::operator[] - out of bounds array access.. I actually got this before with one of the asset pieces that game with the t3D.. can't remember which one, i can find it again if it means anything. Exporting from Constructor to Dif, this should work in T3D right? Or did you mean for that only to work in TGEA. I'll try exporting some other assets tomorrow from that pack.

Question... I was exporting buildingA of that combo pack 2, it had 4 files in it, bda_0 through 4... I only opened up bda_0 and exported that. am I suppose to take all four and do it? WhenI loaded bda_0, what looked like that whole asset was loaded into Constructor and it seem to export fine.
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