Torque Constructor Features


MODELING
  • Included Basic Brush Primitives (Cube, Cylinder, Sphere, Pyramid, Ramp)
  • User-Scriptable Custom Tools
  • CSG Subtraction, Intersection, Knife, Slice & Clip
  • Hide, Lock, Edit Selection Only for precise control
  • Face and Vertex Editing
  • Concave Brush Detection
  • Export and Import of Prefabricated Shapes
  • Support for various brush types (Detail, Collision, etc.) and groups
  • Duplication and Cloning tools
  • Custom Workplanes allow you to work off-axis
TEXTURING
  • Material Browser lets you view and organize your textures
  • Import textures into albums
  • Lift textures from selection
  • Copy and Paste textures from one face to another with coordinates intact
  • Justify, Fit, and Alignment tools
  • Multi-face texture unification
DTS INTEGRATION
  • Place DTS Static Meshes in your scene for added detail
  • Static Meshes are baked into Constructor DIFs and act as part of the object in the TGE Mission Editor (TGE 1.5.1 and TGEA 1.0.2 only)
  • Static Meshes receive lighting and cast shadows with their collision volumes as if they were part of your interior
  • Place Reference Shapes for scale comparisons
LIGHTING
  • Flexible Light entities
  • Dynamic Lighting Previews
  • Support for custom lighting systems
  • Light maps created in constructor are used directly in TGE and TGEA - no more guesswork!
EXPORT
  • Export Constructor DIFs with baked in detail meshes and light maps for use in TGE 1.5.1 and TGEA 1.0.2
  • Legacy DIF format support for older versions of TGE and TGEA (does not support baked in detail shapes)
  • Support for command line .map exporters for output to custom formats and other game engines!
  • Export Debug Previews allow you to view the results of the DIF export process on your map's geometry
TORQUE INTEGRATION
  • Detail shapes are baked into Constructor DIFs and act as part of the object in the TGE Mission Editor (TGE 1.5.1 and TGEA 1.0.2 only)
  • Legacy DIF format support for older versions of TGE and TGEA (does not support baked in detail shapes)
  • Light maps created in constructor are used directly in TGE and TGEA - no more guesswork!