Torque Constructor with T3D
by User · 06/23/2009 (8:50 pm) · 26 comments
As you might know, i'm the main lead level designer of my team. "Hey who made the 12 year old the level designer??" Naw, i'm being harsh ;)
But anyway, i wanted to test the new capabilities of T3D, because i just got it today. (Can i get a w00t?)
So i started off with designing this bridge in Constructor:

I Looked at it in a little bit of shame, particulary the shading... And i had a little doubt. Well, constructor doesnt have the best shading engine.. Eh, what the heck.
So, i decided to throw it into T3D, and guess who was wrong. Very wrong:

Wow. Yep, im pretty sure thats the crappy bridge i threw together twenty miuntes ago, right?? Wow, im liking torque 3d already..
So, Were twenty minutes in. Someone should invent an auto back-patter.
But, i mean a bridge with a little river, and lets see, this is the first time i've used the program. Wow.
But all that stuff seemed boring. Maybe we should spruce it up:

Much better! I like the halloween theme. No, thats not my tower.
WE also need some precipitation to scare the little ones...
Muhahahahahahahhaaaaa:

God said let there be light, and i said let there be rain.
Fifty minutes in. Good work ethnic.
So, i guess thats all there is to add. I'll go get my dad.
The final presentation:

My dad's exact words: "You did what in an hour?? Wow..."
That pretty much wraps up my 60 minute expiriment/project. I have to say, I learned pretty quick. I officially love T3D.
Great job on the program. The toolbox was really thought out, and i love the road/river creation tools. *Yawn* I'm pretty tired, soo i'm off.
I'll post more about my expiriments/projects soon!
But anyway, i wanted to test the new capabilities of T3D, because i just got it today. (Can i get a w00t?)
So i started off with designing this bridge in Constructor:

I Looked at it in a little bit of shame, particulary the shading... And i had a little doubt. Well, constructor doesnt have the best shading engine.. Eh, what the heck.
So, i decided to throw it into T3D, and guess who was wrong. Very wrong:

Wow. Yep, im pretty sure thats the crappy bridge i threw together twenty miuntes ago, right?? Wow, im liking torque 3d already..
So, Were twenty minutes in. Someone should invent an auto back-patter.
But, i mean a bridge with a little river, and lets see, this is the first time i've used the program. Wow.
But all that stuff seemed boring. Maybe we should spruce it up:

Much better! I like the halloween theme. No, thats not my tower.
WE also need some precipitation to scare the little ones...
Muhahahahahahahhaaaaa:

God said let there be light, and i said let there be rain.
Fifty minutes in. Good work ethnic.
So, i guess thats all there is to add. I'll go get my dad.
The final presentation:

My dad's exact words: "You did what in an hour?? Wow..."
That pretty much wraps up my 60 minute expiriment/project. I have to say, I learned pretty quick. I officially love T3D.
Great job on the program. The toolbox was really thought out, and i love the road/river creation tools. *Yawn* I'm pretty tired, soo i'm off.
I'll post more about my expiriments/projects soon!
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#2
One Example:
//Bark Settings
singleton Material(Mat_palm_bark)
{
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_bark";
mapTo = "palm_bark";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = true;
emissive[0] = false;
translucent = false;
translucentBlendOp = "None";
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_bark";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
};
//Leaves aka tree tops
singleton Material(Mat_palm_leave_001)
{
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
mapTo = "palm_leave_001";
doubleSided = true;
translucentZWrite = true;
translucent = true;
translucentBlendOp = None;
alphaTest = true;
alphaRef = 150; //Threshold of background color
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
specularPower[0] = "1";
pixelSpecular[0] = "1";
glow[0] = "0";
};
EDIT: Create a material.cs and place it in your tree folder with the above contents(modified for your tree) or use the Material Editor its easier if you don't know the mapto names of the model.
if you need further explanation just ask!
06/23/2009 (10:29 pm)
For your Trees to cast proper shadow ect...:One Example:
//Bark Settings
singleton Material(Mat_palm_bark)
{
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_bark";
mapTo = "palm_bark";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = true;
emissive[0] = false;
translucent = false;
translucentBlendOp = "None";
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_bark";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
};
//Leaves aka tree tops
singleton Material(Mat_palm_leave_001)
{
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
mapTo = "palm_leave_001";
doubleSided = true;
translucentZWrite = true;
translucent = true;
translucentBlendOp = None;
alphaTest = true;
alphaRef = 150; //Threshold of background color
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
specularPower[0] = "1";
pixelSpecular[0] = "1";
glow[0] = "0";
};
EDIT: Create a material.cs and place it in your tree folder with the above contents(modified for your tree) or use the Material Editor its easier if you don't know the mapto names of the model.
if you need further explanation just ask!
#3
06/24/2009 (12:37 am)
Glad you're having fun, Matt. That bridge looks great, especially for knocking it out so quickly! Keep going and keep sharing. I'm excited to see what you do next.
#4
06/24/2009 (12:46 am)
Great first blog Matt! Having fun while learning the engine is always good.
#5
Now learn how to use a mesh based modeling program for DTS.
You're 12, you should have loads of energy. Get to it!
8D
06/24/2009 (3:19 am)
Here's your w00t!Now learn how to use a mesh based modeling program for DTS.
You're 12, you should have loads of energy. Get to it!
8D
#6
I'm also trying to figure out how to make the prcipitation rain all over the level (If you see picture #4)
Because when i turn the camera, the rain doesnt follow.
06/24/2009 (5:10 am)
Thanks Everyone!I'm also trying to figure out how to make the prcipitation rain all over the level (If you see picture #4)
Because when i turn the camera, the rain doesnt follow.
#7
oh yea OmegaDog-
Do i just copy the whole thing as is? Or is there a little bit of editing i need to do?
06/24/2009 (5:13 am)
oh yea OmegaDog-
Do i just copy the whole thing as is? Or is there a little bit of editing i need to do?
#9
06/24/2009 (10:05 am)
Good work, I wish I was doing something that useful at 12 :-). Keep it up.
#10
06/24/2009 (10:22 am)
Joshua- I've been attached to my pc all my life :) If there were only grades in computer class....
#11
When this day arrives, do not be disheartened. With such an early start, I suspect that you will be very bored in these classes ;)
06/24/2009 (10:58 am)
Someday there will be grades in computer class for you.When this day arrives, do not be disheartened. With such an early start, I suspect that you will be very bored in these classes ;)
#12
It even seems like he *DOES* read the documentation... Hence, he is ahead of half the community here...! =P
Go Matt!
06/24/2009 (11:05 am)
No one payed attention to the better part:It even seems like he *DOES* read the documentation... Hence, he is ahead of half the community here...! =P
Go Matt!
#13
06/24/2009 (12:39 pm)
Great work Matt, you've got some talent and hope to see more soon
#14
06/24/2009 (12:55 pm)
Thanks Again Everyone! My New Project Will Be Called "small-town". The title says it all.
#15
These are the lines that you must configure for your tree specifically.
singleton Material(Mat_palm_bark)
{
...
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_bark";
mapTo = "palm_bark";
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_bark";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
...
};
singleton Material(Mat_palm_leave_001)
{
...
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
mapTo = "palm_leave_001";
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
...
};
diffuseMap[0]: This is the file location/name of the color texture that is for the base of the tree or the tree top
mapTo: This is the material name in the tree model (you can find this in the Material Editor or TorqueShow Pro or the Modeling software that was used to create it if you have the source content.)
baseTex[0]: same as diffuse this line was added by the material editor
normalMap[0]: This is the normal map texture for the tree you may have to create one in CrazyBump or ShaderMap Pro.
bumpTex[0]: same as normalMap this line was added by the material editor
And one more time w00t w00t w00t!
06/24/2009 (1:01 pm)
@MATT These are the lines that you must configure for your tree specifically.
singleton Material(Mat_palm_bark)
{
...
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_bark";
mapTo = "palm_bark";
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_bark";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_bark_n.tga";
...
};
singleton Material(Mat_palm_leave_001)
{
...
diffuseMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
mapTo = "palm_leave_001";
baseTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001";
normalMap[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
bumpTex[0] = "art/shapes/desert_oasis/Palm/palm_leave_001_n.tga";
...
};
diffuseMap[0]: This is the file location/name of the color texture that is for the base of the tree or the tree top
mapTo: This is the material name in the tree model (you can find this in the Material Editor or TorqueShow Pro or the Modeling software that was used to create it if you have the source content.)
baseTex[0]: same as diffuse this line was added by the material editor
normalMap[0]: This is the normal map texture for the tree you may have to create one in CrazyBump or ShaderMap Pro.
bumpTex[0]: same as normalMap this line was added by the material editor
And one more time w00t w00t w00t!
#16
06/24/2009 (2:00 pm)
Keep up the good work! High Five!
#17
06/24/2009 (2:38 pm)
eb - *High Five Accepted. SLAP!
#18
06/24/2009 (2:39 pm)
Downloading Beta 3 Now. So Now My Second Project Will be EVEN MORE BEAST!
#19
thks
Hans
06/24/2009 (2:41 pm)
Thats great, so you can import stuff you make in Torque Constructor Straight into Torque3D ?thks
Hans
#20
06/24/2009 (2:50 pm)
very cool kid, and where is the download link? :b 
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