Game Development Community

Is the Aste Combo Pack 2 Torque 3D compatable ?

by Larry Spasic · in Torque 3D Professional · 10/03/2010 (2:03 am) · 16 replies

if not is there any place that sells object and environment packs similar ready to use for T3D, also , if it is compatable, would i have to do editing or edit anything to get them to work fully? or would they be ready to insert and use in game in t3d.. ty vm

#1
10/03/2010 (3:31 am)
I do not have the pack but I suspect that it should work no problems. One thing to note though is that it looks to use DIFs (interiors) for most of the buildings whereas Torque 3D now supports and encourages using DTS instead of DIFs.
#2
10/03/2010 (4:02 am)
hmm ya i had read it uses dif's , does that mean if i got the packa nd imported into my t3d project , i would have to manualy apply the textures or do other stuff manualy or ?
ty for quick response matt :)
#3
10/03/2010 (7:13 am)
Heya,

Dif's still load into T3D, but the lighting doesent fully work on them like a DTS building.

There should be no problems loading the .Dif's into your map, and then running the "convert difs" tool so their all dts shapes.

You dont have to retexture them.
#4
10/03/2010 (9:13 am)
ok ty andy, so for example, if i buy the aste combo pack 2 i would just load them into my project, then run the convert difs tool to turn them into dts? do i need to purchase this tool or is it just a part of t3d i havent found yet haha
#5
10/03/2010 (10:06 am)
Its part of T3D

within the editor, click file. Its listed as Export interiors to collada

What youll then have to do after running that tool is place the collada file into your mission to convert the collada to a dts.
#6
10/03/2010 (10:18 pm)
ah ok i see now, well ty vm andy and ty matt for yalls help its greatly appreciated.
#7
10/04/2010 (8:57 pm)
It *should* work "as is", although I do recall a forum thread in which it was stated that some of the Interiors had to be re-exported (.map source file to .dif) in Constructor in order for them to be used in newer versions of Torque (TGE 1.5 and greater -- which means TGEa and Torque3D too). I don't remember what the actual problem was or which Aste pack was mentioned and the forum thread was a year to year-and-half ago.

And as already mentioned given performance concerns you would most likely want to convert the .difs to collada which can be done through an Editor menu.
#8
10/04/2010 (9:52 pm)
The problem with using the old difs is that once converted to collada, you are left with unuseable geometry. (missing faces, etc...)
Convert the .map to dif inside constructor to get them useable.
(I know this becouse I banged my head against a wall for weeks trying to figure it out)
#9
10/05/2010 (1:40 am)
I had a similar question for TGEA over two years ago. Perhaps Michael remembered that thread. Here is the link:

http://www.torquepowered.com/community/forums/viewthread/73759
#10
10/05/2010 (2:18 am)
oh ok gosh , .. well ty very much everyone i really appreciate the help ty , possibly ill have enough to purchase the combo pack this week and try them out with that process. im so glad t3d has this fine community ty all.
#11
10/12/2010 (6:30 pm)
I've gotten some results from exporting from Constructor as LWO (I think that's "LightWave Object"), then importing in MilkShape and retexturing there for reexport. I believe I also had some luck doing the same with Blender, using the DTS plugin.

I won't say it's easy--I do not understand MilkShape's texturing tools well, or Blender's at all, so the texture scales are off--but I wanted to make certain I had *some* path out of my .DIF backwater if I needed one. I have a great deal of time invested in Constructor, and would hate to lose it.
#12
10/12/2010 (7:50 pm)
Quote:
I've gotten some results from exporting from Constructor as LWO (I think that's "LightWave Object"), then importing in MilkShape and retexturing there for reexport.
Using the Export DIF to Collada option inside of T3D preserves the texture information -- the only retexturing you would need to do would be if you subsequently changed the collada version of the shape.
#13
10/13/2010 (7:06 pm)
@Michael Hall, I forgot about that tool... I tried it a couple betas back and it did not seem to work for me then.

@Larry Spasic, Take a look at Konrad's most excellent Torquebay portal at www.torquebay.com/ as a jumping off place for more Torque-ready model resources. That's a good page because it centralizes tools for the Torque pipeline.

Also some other sites not yet on Torquebay I've found offering Torque-compatible environmental models:

www.arteria3d.com/

www.3drt.com/

www.dexsoft-games.com/
#14
10/15/2010 (11:28 pm)
Netwyrm , thank you so much for those links that recent post has been most helpful. thank you all for your help.
#15
10/16/2010 (12:57 am)
@Netwyrm: Thanks for the shout-out. I'll make sure I add those sites in the coming days. I've just had a hard time keeping the site updated, but that's going to change within a few weeks, hopefully. I'll also do some simple restructuring so the page does not load so many assets at once.

I'm really glad you guys find it useful!
#16
10/16/2010 (2:02 am)
Konrad Kiss, well its a very usefull site and im glad ive discovered it ty for that.