Game Development Community

Basic Noob Stuff (Please Read!)

by Bill Hayes (Hayes New Media) · in Torque 3D Professional · 05/07/2010 (11:45 pm) · 9 replies

Hello everyone! My name is Bill Hayes, I just purchased my copy of torque and I have a ton of questions...Ive played with TGEA for a few years on and off, and really want to start getting serious, and active in the community now...so I want to put together a PDF tutorial aimed at getting the average 3D Studio Max user up and running in T3D as quickly as possible. Level creation and static shapes are rather straightforward, especially with collada, but its the character part that trips me up. Ive read the docs about it (http://tork.beffy.de/tutorials/modelling/max_character_export.php) but is that up to date? I followed those steps and it crashed max everytime until i removed the LOD dummies. Honestly I would really like some one-on-one assistance from someone who has the asset pipeline down pat...Any help is greatly appreciated!

About the author

I'm pretty much a jack of all trades, with an extreme passion for learning all things relating to 3D game design, especially art pipelines and asset creation...


#1
05/08/2010 (5:29 am)
Quote:
Level creation and static shapes are rather straightforward,

Actually a "static shape" is called a TsStatic, and a StaticShape is a ... er, dynamic/scriptable shape. ;)

I'm not a Max user ($$$$?!?) but do know that people keep mentioning the "Open Collada" exporter is best, rather than the stock one.

As for a lot of online tuts, they are years out of date (but some still pertinent). Check out the website's Support->Documentation->Artists section (and don't just read the bits on Max).
#2
05/08/2010 (12:54 pm)
There is a book authored by Brad Strong, "Creating Game Art for 3D Engines", which specifically covers the 3DS Max -> .dts export chain in excruciating detail. It does not mention Collada, as it was published in 2008 before T3D, but I've found it incredibly useful in learning about character models in Torque.
#3
05/08/2010 (1:59 pm)
Maybe eb's Doit! Max tool is helpful.
#4
05/09/2010 (2:41 am)
Thanks for the info guys...every bit helps. I'm looking into DoIt! It seems to be exactly what I need, I bought it and am waiting for the license file...I'll post my thoughts on it once i give it a shot.
#5
05/10/2010 (12:27 pm)
..let me know if you have any issues with it Bill.
I've asked every licensee to report bugs/issues but very few people have...and, of course that does not mean they do not exist.

Also if you have ideas for me to add into v2.0. ..let me know. ;)

#6
05/10/2010 (9:34 pm)
@eb it definitely did the trick, I got my model to export, but no animation... I'm not sure what the deal is. Seeing as i'm such a n00b at all this stuff, the only useful suggestion i could give you for version 2.0 would be a detailed step by step guide on going from a fresh character model to in-game awesomeness...lol, i know i could use one right about now :D
#8
05/11/2010 (1:16 am)
This is everything i could have possibly hoped for, I haven't tried it yet, but i'm sure i will get it working after following this guide. If you have any other documents like this I would be totally stoked if you laid them on me...this is what i've been looking for forever! Thanks a million!
#9
05/11/2010 (5:00 pm)
you can find some pdfs and othter materials over here:(some information may be outdated but most of it is still relevant)
http://torque.abigholeintheweb.com/public_system/artists/exporter_related/max/?C=S;O=D

avoid downloading everything as there are many random exporter packages sitting in that directory