Game Development Community

Sketch Tool

by J · in Torque 3D Professional · 04/28/2011 (7:20 am) · 9 replies

Will there be any advancements made to the Sketch Tool? I have yet to download 1.1, i'm still using Beta3, so I'm not sure if there already has been...but, I'd like the ability to add textures and materials to the brush entities. Grab brushes/faces/verts. Move/scale UVs, and the ever helpful user-plugins. Maybe make it more like a built in Constructor; I mean its halfway (3/4) there as it is.

I've also read posts that BSP is in the process of being canceled out. Is that true?


Thanks,
j

About the author

I used to be obsessed with building my own open-ended RPG and a 3D Side Scroller RPG. But the job/house/girlfriend got in the way. I know, I know. Now I concentrate on doing architectural renderings (with the help of T3D of course) and VBA programming.


#1
04/28/2011 (5:15 am)
We are in the process of removing DIF support in favor of traditional DCC applications so that artists can be more effective. The sketch tool is a nice prototyping tool that allows level designers to quickly figure out the layout and flow of a level, determine scale, etc (things that are usually somewhat difficult when moving between engine and DCC application during testing).

It is definitely a prototyping tool rather than a final production tool.
#2
04/28/2011 (4:03 pm)
>It is definitely a prototyping tool rather than a final production tool.
Well, its has a lack of some useful functions that could make prototyping more easy and comfortable. So I would hope to see some improvements in Sketch Tool in 1.1 final(for example: CSG Subtract, like in UDK) or in 1.2 (if it will ever to be released before Apocalypse)
#3
04/28/2011 (5:25 pm)
I do not believe there will be any sketch tool enhancements in 1.1. I'm not sure there will be future work in the near-term on the tool.
#4
04/28/2011 (5:54 pm)
>I'm not sure there will be future work in the near-term on the tool.
Too sad. I think Sketch Tool should have a few more possibilities, which available in other "Sketch Tools" like in CryEngine 2 Sandbox's "Brush" submenu or same in UDK.
Current version of Sketch Tool not much suit even for prototyping, I assume.
#5
04/28/2011 (9:03 pm)
@Dmitry

We all agree that the Sketch Tool could be improved alot and could be extremely useful in prototyping and building triggers, zones, portals, occluders, and many other elements used for gameplay.

For T3D 1.1 you will be able to convert a Convex from the shape tool to a zone, portal, or occluder and back to a convex. Unfortunately we don't have time to add more features than that for 1.1.

In the future you will see the Sketch Tool become a key part of the level building process in Torque.
#6
04/29/2011 (2:07 am)
Wow Tom, that's a reply I like!!! :-)

Well I would like even more to have more functionalities into Sketch Tool.

But I would like even more a Sketch Tool SketchUp like (can't even imagine how enormous amount of time would require to develop a inference system like the SketchUp one)...

And in the end maybe I would also like the famous BIG RED BUTTON "make my game".

Uhm well, no, this may disrupt all the fun... maybe a SMALL RED BUTTON "make things I don't like / I'm not able to do..." ;-)

P.S. What I would really like is the "export as collada" to export with UV intact...


#7
04/29/2011 (4:10 am)
...why not just get the Google Sketchup and use it, ;). Keep your scales between the applications the same...easy. I agree, simple box shapes with the tool seem to be it's forte, just like when you create a Trigger with the Object Editor...the 'grid' is a useful object!

...and while we're 'wishin', why does the tool have to have 'normals' anyways? I like edge highlight only[wireframe mode]...LOL.

I'll have to admit that Unreal's brush manipulation to create environments is 'top drawer'....cause the object/brush never leaves the engine! How most 'missions' were started....big hollowed out cube!
#8
04/29/2011 (6:30 am)
Thanks for the replies.

@David & Dmitry, I've read a lot of posts like that. I would hate to see DIF go. Especially with the ability to export from T3D. Artists then have the ability to utilize their DIFs in any format. I think keeping DIFs and expanding on the Sketch Tool would be a win/win situation.

@Tom, I like that answer!

I've found quite a few uses for Constructor. Its easy and fast. Having that basic ability built into T3D would be really handy, I mean if the Sketch Tool's there anyways, why not utilize it instead of exporting from Constructor. Then you can build in-game and adjust terrain, materials and such as you build.

Just say no to plain orange blocks!
#9
05/02/2011 (5:15 am)
@Rex:
Quote:"...why not just get the Google Sketchup and use it"

I do that more or less every day... When modeling buildings (and not only that) Sketchup is definitely my best companion :-)

Would be a dream to have same functionalities without leaving the engine but I were cheating... Never ever thought this could be a serious request...
The only serious request in my post could be "What I would really like is the "export as collada" to export with UV intact..." ;-)