Press Release: QuadSoftware Grome Editor Now Available with Support for Torque Engine
Press Release: QuadSoftware Grome Editor Now Available with Support for Torque Engine
| News Link: | http://www.quadsoftware.com/ |
|---|---|
| Submitted: | Eric Fritz |
| Posted: | Feb 26, 2008 |
| Synopsis: | Create and edit large terrains with Grome and export directly into Torque Game Engine Advanced. |
| Keywords: | Quad Software Grome Torque GarageGames TGEA |
Article
| Eugene, OR February 26, 2008 - Quad Software and GarageGames announced today the availability of a new solution for exporting limitless, high-resolution terrains created in Grome Editor directly into Torque Game Engine Advanced. A product of more than three years of development and refinements, Grome is a versatile terrain and level modeler targeted towards both professional and indie game developers. Grome Editor is capable of working with large landscapes and its procedural generation algorithms and real-time feedback make it an ideal tool to generate terrain data for Torque powered games. "We are very satisfied with our current collaboration with GarageGames and the powerful ATLAS terrain system used in Torque," said Adrian Licuriceanu, Quad Software Technical Director. "We provide a direct exporter from Grome scenes to the engine, comprehensive help, examples and video tutorials. The Torque community will love working with Grome and it should bring an immediate increase in the visual quality of their scenes." Torque Game Engine Advanced, with its ATLAS terrain rendering system, is a perfect solution for rendering large outdoor landscapes with great performance. Applications of Torque range from single to massive multiplayer games that require huge, high detail worlds. "Grome is a great tool and we're very happy to help put it in the hands of Torque developers," said Brett Seyler, GarageGames VP of Business Development. "Our community has asked for a reliable way to generate and edit massive terrains handled by ATLAS, and Grome is an excellent solution." About Quad Software SRL Quad Software, privately own company founded in 2000, is specialized in 3D middleware development. Building on experience from single player and massive multiplayer game titles, the company developed an extensible graphical development platform from which Grome is one of the first products to arrive. Past and current clients include game studios like ArenaNet (NCSoft), Ubisoft, Eidos, SquareEnix, as well as companies from civil and military avionics and naval simulations and training industry. About GarageGames GarageGames is located in Eugene, Oregon and on the web at www.garagegames.com. As the makers of Torque Game Builder, Torque Game Engine, Torque Game Engine Advanced, and Torque X, they have been providing game development tools and technology at an affordable price since 2000. The Torque Technologies line of game engines have been used since to develop hits such as Marble Blast Ultra, Fallen Empire: Legions, Penny Arcade Adventures, Screwjumper, and countless other titles on Windows, Mac, Linux, Nintendo Wii, Xbox 360, and GarageGames' own InstantAction web-based gaming service. ### |
Submit your own resources!| Tom Eastman (Eastbeast314) (Feb 27, 2008 at 00:02 GMT) |
Quote:
used since to develop hits such as Marble Blast Ultra, Fallen Empire: Legions
Awesome!
And Grome looks pretty slick - can I borrow the Time Machine to play with it?
| J.C. Smith (Feb 27, 2008 at 05:33 GMT) |
| Adrian Licuriceanu (Feb 27, 2008 at 14:11 GMT) |
Terrain sizes are limited only to the maximum image sizes (65535 by 65355 pixels) ATLAS can process, since the exporter is using the custom Grome swap system. The process is pretty much automated since the necesary atlas generation script is produced by the exporter.
Next versions will also contain objects export (into Torque mission files).
More to come in the next few days...
Thank You,
Adrian L.
Quad Software
| J.C. Smith (Feb 27, 2008 at 14:39 GMT) |
| Gareth Fouche (Feb 27, 2008 at 16:52 GMT) |
My only real concern is the pricing. The pro version looks a little out of my price range, but I'd like greater than 512 by 512 terrain textures.
Anyway, looking forward to hearing more soon.
| PuG (Feb 27, 2008 at 19:13 GMT) Resource Rating: 5 |
Edited on Feb 27, 2008 19:43 GMT
| Gareth Fouche (Feb 27, 2008 at 19:22 GMT) |
| JoZ (Feb 27, 2008 at 20:45 GMT) |
Since the price ($300) of Pro version I'm not sure if I can buy this version, anyway some big plus would be specific info and tutorial about exporting to torque, with detailed info and excerpts of all "you must know" to use it with ATLAS in an effective way...
I really wanna buy it if it will provide this plus...
| Zach Gipson (Feb 28, 2008 at 04:33 GMT) |
| PuG (Feb 28, 2008 at 08:03 GMT) Resource Rating: 5 |
Edited on Feb 28, 2008 08:05 GMT
| Leslie Young (Feb 28, 2008 at 09:32 GMT) |
One question, will Grome be able to load DTS objects since it will be able to export to misison files and how would this apply to shapes that uses script (datablocks) like animated DTS?
| Adrian Licuriceanu (Feb 28, 2008 at 09:37 GMT) |
Yes, we do plan to load DTS format. Grome has a storage plugin system that allows 3rd party formats to be browsed, visualized and be spawned as they were native formats. We will try to support as many DTS features as possible, but if there are technical restrictions, you can always use replacement objects (example: objects in COLLADA format that emulate the original objects).
Regards,
Adrian L.
| Bobby Leighton (Feb 28, 2008 at 17:24 GMT) |
| Adrian Licuriceanu (Feb 29, 2008 at 07:25 GMT) |
The editor also comes with Standard Edition, which is well in the indie price range as this was its main target. In case you don't want very large world, I don't see any reasons why not to use this version. Because Standard supports up to 4 zones, you can also work around the world size limitation by using multiple scenes and sticking the borders.
Professional Edition is what you need if you develop MMO games (or something very similar, with large worlds). It price may seem high to some, but in the end I think it really worth it because you will spend much less time (and have much more creation control) than in other programs. We think its price is the reflection of what the editor can do.
But anyway, you, the clients, must decide. You can play more with the demo, see the video tutorials and see what others have to say to make a proper opinion.
Best Regards,
Adrian L.
| Adrian Licuriceanu (Feb 29, 2008 at 10:05 GMT) |
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_torque
We also have a dedicated forum section. Feel free to visit us.
GarageGames.com will also contain more information in the days to come.
Best Regards,
Adrian L.
| Rodney (OldRod) Burns (Feb 29, 2008 at 19:33 GMT) |
Error -2041: an invalid sample description was found in the movie
Am I missing a codec or something?
*edit* Never mind - I got it to play in VLC
Edited on Feb 29, 2008 19:40 GMT
| Adrian Licuriceanu (Feb 29, 2008 at 19:40 GMT) |
Do you try to play them in browser? For me they work off line (right click and Save As the files to disk). Then open them in Media Player. I use the following codec:
http://www.free-codecs.com/download/FFDShow.htm
The movies are using H.264 codec.
There are several users that have problems viewing the tutorials. We may consider recoding them in another format. You can find more info here:
http://www.quadsoftware.com/forum/viewtopic.php?t=213
Let me know if they work for you.
Adrian L.
| Rodney (OldRod) Burns (Feb 29, 2008 at 19:41 GMT) |
| PuG (Feb 29, 2008 at 19:42 GMT) Resource Rating: 5 |
I think they could do with rencoding.
| J.C. Smith (Mar 02, 2008 at 09:43 GMT) |
| PuG (Mar 02, 2008 at 09:54 GMT) Resource Rating: 5 |
Will post new links as soon as the files are available.
| metalliandy (Mar 02, 2008 at 16:24 GMT) |
Any ideas?
Im using TGEA 1.03
Edited on Mar 02, 2008 16:24 GMT
| PuG (Mar 02, 2008 at 16:41 GMT) Resource Rating: 5 |
| JoZ (Mar 02, 2008 at 22:25 GMT) |
About that I just wanna know if there a special price for upgrading from standard to full...
Tnx.
| Adrian Licuriceanu (Mar 03, 2008 at 06:39 GMT) |
Regards,
Adrian L.
| J.C. Smith (Mar 03, 2008 at 07:04 GMT) |
| T Squared (Mar 05, 2008 at 04:27 GMT) |
| Andy Hawkins (Mar 05, 2008 at 12:15 GMT) |
| metalliandy (Mar 05, 2008 at 12:26 GMT) |
L3DT pro supports terrains up to 128k x128k for the heightfield and 4M x 4M for the texture.
More than enough :)
www.bundysoft.com/docs/doku.php?id=l3dt:editions
Hope that helps
Edited on Mar 05, 2008 12:28 GMT
| Andy Hawkins (Mar 05, 2008 at 14:20 GMT) |
| PuG (Mar 05, 2008 at 14:29 GMT) Resource Rating: 5 |
The difference between the two programs is with Grome not only can you procedural generation the heightmaps and texture masks, but also use real time brush tools to sculpt the landscape, and paint similar to Torques Legacy (as an example).
Another advantage is you load and place Collada objects, flattern out areas for them specifically and bake lightmaps - finally when the instance converter is available take Gromes output into a Torque mission format.
| metalliandy (Mar 05, 2008 at 15:13 GMT) |
You can sculpt landscapes using the built in Sapphire extension :) though the mission output would be a great addition.
| J.C. Smith (Mar 05, 2008 at 23:04 GMT) |
Edited on Mar 05, 2008 23:07 GMT
| Shon Gale (Mar 08, 2008 at 16:35 GMT) |
We are very happy that the Atlas Terrains are prompting 3rd party developers to write additional software, but you know what we need is the capability built right in to TGEA. We thought when L3DT and TGEA were working on a plug-in for L3DT (What happened to that?) we would finally have the same abilities that we have in TGE's level editor and TGEA's legacy terrains.
Ouch just saw the price and at today's exchange rate the $299,00 EU for the pro version (I didn't look at the standard version, but can guarantee my artist won't accept less than the pro version) equals $460.46 USD and that's too much for my indie pocketbook! Nice web-site though.
| Adrian Licuriceanu (Mar 08, 2008 at 17:02 GMT) |
I'm glad you like our program. Your concern about an external tool is understandable. But when you think about it, Grome is not just an editor, it is a modeler (think of it like a 3DS Max or Maya but more specialized for terrain and game worlds).
I don't think any engine developer has the resources to create such an application. He can make its own mission and scene editor but not a modeler. Many game developers end up with in-house buggy tools that are not flexible enough to be used from one project to another. One of the reasons we've started Grome was our own frustrations with in-house tools (we had several years of creating customized tools) developing process.
Grome has a different approach. It is quite general in editing while allowing (with a very flexible SDK and per entities custom properties) integration into any working pipeline (and engine). Many developers think they need a specialized editor for world creation (note: I'm not talking about mission setup, custom game properties, AI etc, but about world modeling: terrain, dungeons, vegetation etc). My personal view is that this concept is about to be changed. Engine developers will not have time to create such complex tools. We will have more and more third party modeling applications to do the tasks.
And in the end it makes sense. When you have a specialized generic applications for characters like ZBrush, why not have one for terrain and game level? Why this must be game specific?
I personally think GarageGames decision to cooperate with us is very wise. If I am one of their clients, I will want better rendering support in the engine and in the specific tools. For example, you can have ATLAS improved in many ways (more layers, more layer types, vertical texture mapping etc). And I'm sure GG will do just that but using the resources in this direction.
Regards,
Adrian Licuriceanu
Quad Software
| Adrian Licuriceanu (Mar 08, 2008 at 17:07 GMT) |
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_choose
All depends on the projects you need to complete. You may very well don't need Professional.
| Andy Hawkins (Mar 08, 2008 at 22:42 GMT) |
| Adrian Licuriceanu (Mar 12, 2008 at 15:52 GMT) |
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_ver12
The new update is free for all clients. The current Torque exporter works with this version, too.
Regards,
Adrian L.
| Adrian Licuriceanu (Mar 13, 2008 at 13:41 GMT) |
We've just posted a new update to the Torque exporter (version 1.1). This new build includes some bug fixes (many thanks to our community members that tested the exporter) and the possibility to export only the selected zones.
It can be downloaded from the Torque support page:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_torque
Best Regards,
Adrian L.
| PuG (Mar 13, 2008 at 16:08 GMT) Resource Rating: 5 |
| Jeramy79 (Mar 17, 2008 at 10:23 GMT) |
| Gareth Fouche (Mar 17, 2008 at 10:42 GMT) |
Downloaded the demo of Grome this weekend, wow, what a great editor! Love the way layers work, especially the ability to stack height map layers, gives you so much flexibility in editing.
Before long I decided I couldn't go back to TGE's terrain editing, so I bought the standard (indie)version. They don't mention but it also comes with a whole pack of nice terrain textures. :D
I'm looking forward to the update where we can load dts models. But until then I've found a way to guestimate at least scale in Torque. Set your camera to walkmode, set the walk height to 2 units, that's about Kork height. That;s what it will look like for the player.
Edited on Mar 17, 2008 10:43 GMT
| J.C. Smith (Mar 17, 2008 at 11:57 GMT) |
| Gareth Fouche (Mar 18, 2008 at 17:54 GMT) |
| Adrian Licuriceanu (May 06, 2008 at 18:01 GMT) |
I'm glad to announce you that we've made another update to the Torque exporter:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor&target=editor_torque
The main new feature is represented by the mission file export including object instances. Now you can export the object placements directly from Grome to Torque mission files. There is no DTS importer yet, but you can easily use replacement COLLADA files (you can transform DTS objects to COLLADA with almost any major modeling application, just make sure you use the same names).
Also, one another new addition is that we now offer full source code of the exporter for anyone to modify and extend.
Other thing worth noticing is that you will need the latest Grome version for this to work (version 1.20.09 or newer).
Exporter help was also updated with the new features. For any support or other related questions don't hesitate to post on our dedicated forums.
Best Regards,
Adrian L.
| Gareth Fouche (May 06, 2008 at 18:08 GMT) |
You must be a member and be logged in to either append comments or rate this resource.

