How do i import my castle from torque constructer in to torque 3D
by Brian David Pearson · in General Discussion · 09/22/2011 (12:11 pm) · 1 replies
i built a castle and now i dont know how to put it in torque 3D plz help
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This will be written latter when I have something to right about me.
Torque Owner Netwyrm
Canopic Games
You have to export your Constructor project as a .DIF file first.
Look under the file menu in Constructor for the command "Export as DIF..." (but not "Export as Legacy DIF..." or "Export as Legacy TGEA DIF..."--those are for the older TGE and TGEA engines).
Once you save your project as a DIF, you will be able to see it in T3D's Inspector panel and place it in a level.
When you get it into T3D, there is one additional step you should take... look under File in the editor and use the Export Interiors to Collada... command to export your newly imported DIF from the engine under a new filename.
Then re-import the new file--you will have changed the DIF to a DAE file, which is a much more lightweight format in the T3D engine, which means it will render better and faster, and you'll be able to get more models in your scene before the engine slows down.
Once you bring your model in after making it a DAE file, use the Inspector to change the CollisionType and decalType values to "Visible Mesh", and you'll have a collision box generated automatically by the engine (without the collision, the model will not be solid).
DIFs get automatic collision on import, DAEs don't, but DIFs are not well-supported in T3D 1.1 and will not be supported in future engine releases.