Deconstructing Constructor - Part 5
by David Wyand · 03/24/2006 (8:12 am) · 29 comments
Welcome to the fifth in a series of frequently infrequent talks about Torque Constructor. This is a continuation of my blog/.plans:
Part 1
Part 2
Part 3
Part 4
You may also want to read Matt's .plans:
Of mice and men and Constructor
When will Constructor ship?
And stop by Ron's .plan to find out about running under Linux:
TGE-L, Constructor and TSTPro
What is Torque Constructor
Torque Constructor is a .map (as in the .map file format) editing and .dif (the Torque interior file format) producing program being developed by Matt Fairfax, John Kabus, Ron Yacketta and myself under the direction of GarageGames. You may have seen the Development Snapshot of the Day posted back in March '05 where the project was first announced. If you're familiar with programs like Valve's Hammer, with a smattering of traditional 3D apps such as NewTek's LightWave or Luxology's Modo, then you'll understand Constructor.
Discussion: Objects Menu
In today's episode (for the GDC '06 demo impaired :o), I'll once again talk about what I've built in Constructor from my last update at IGC '05 until the end of the year. Specifically we'll look at what you'll find under the Objects menu today.
Constructor Objects Menu
I've divided the Objects menu into three sections. We'll go through each of them below.
Brush & Entity Grouping
There are times when you're working with a map that you'd like to group like items together. This could be a series of brushes, a collection of entities, or a combination of both. To make a group, you simply select the appropriate objects and use the Objects->Group menu item or its keyboard equivalent. Now whenever you select one item in the group, all the items in the group will automatically be selected.
The user has clicked on the rectangular brush and a grouped point light entity has automatically been selected with it
And if you'd ever like to select a single object without selecting everything within its group, you just hold down the CTRL key and click on the object. Something to note is that unlike selection sets (discussed last time) an object may only belong to one group at a time.
Lock Position & Orientation
There are times when you'd like to make an object unselectable so that you don't accidentally move it. You'd still like to see it for reference but not modify it. That's where object locking comes in.
Locked brushes are not selected with the yellow drag selection box
Using the Objects menu you may choose to lock those objects that you have selected, or everything that is not currently selected. You may also swap what is locked with what objects are not locked using the Objects->Inverse Lock menu item. When an object is locked it is drawn with dark blue edges to show its different state.
To remove the lock on the objects you use the Objects->Unlock All menu item. As you cannot select a locked item it is not possible to just unlock a few of them at a time -- you must unlock them all at once.
Hide from View
Sometimes you just need to get objects out of your way. For example you'd like to remove the roof of a building to make it easier to build its interior. In this case you'd like to hide the roof:
The top of the Orc Tower has been hidden to reveal its interior
As with locking an object, you may hide what is currently selected or hide everything that is not selected. When an object is hidden it is completely removed from the scene and does not block your mouse operations. And if you'd like to swap what is hidden with what is visible, you'd use the Objects->Inverse Hide menu item, just like you do with locking. As you can tell, locking and hiding are very similar to each other. :o)
That's it for today's quick run through of the Objects menu. I've attempted to make these operations feel familiar to anyone that has used a digital arts tool. Until next time...
- LightWave Dave
PS: If you've been paying attention, some of you may notice that the pictures have shown more than what I've talked about here. I'll shed more light on that in a future article...
Part 1
Part 2
Part 3
Part 4
You may also want to read Matt's .plans:
Of mice and men and Constructor
When will Constructor ship?
And stop by Ron's .plan to find out about running under Linux:
TGE-L, Constructor and TSTPro
What is Torque Constructor
Torque Constructor is a .map (as in the .map file format) editing and .dif (the Torque interior file format) producing program being developed by Matt Fairfax, John Kabus, Ron Yacketta and myself under the direction of GarageGames. You may have seen the Development Snapshot of the Day posted back in March '05 where the project was first announced. If you're familiar with programs like Valve's Hammer, with a smattering of traditional 3D apps such as NewTek's LightWave or Luxology's Modo, then you'll understand Constructor.
Discussion: Objects Menu
In today's episode (for the GDC '06 demo impaired :o), I'll once again talk about what I've built in Constructor from my last update at IGC '05 until the end of the year. Specifically we'll look at what you'll find under the Objects menu today.
Constructor Objects MenuI've divided the Objects menu into three sections. We'll go through each of them below.
Brush & Entity Grouping
There are times when you're working with a map that you'd like to group like items together. This could be a series of brushes, a collection of entities, or a combination of both. To make a group, you simply select the appropriate objects and use the Objects->Group menu item or its keyboard equivalent. Now whenever you select one item in the group, all the items in the group will automatically be selected.
The user has clicked on the rectangular brush and a grouped point light entity has automatically been selected with itAnd if you'd ever like to select a single object without selecting everything within its group, you just hold down the CTRL key and click on the object. Something to note is that unlike selection sets (discussed last time) an object may only belong to one group at a time.
Lock Position & Orientation
There are times when you'd like to make an object unselectable so that you don't accidentally move it. You'd still like to see it for reference but not modify it. That's where object locking comes in.
Locked brushes are not selected with the yellow drag selection boxUsing the Objects menu you may choose to lock those objects that you have selected, or everything that is not currently selected. You may also swap what is locked with what objects are not locked using the Objects->Inverse Lock menu item. When an object is locked it is drawn with dark blue edges to show its different state.
To remove the lock on the objects you use the Objects->Unlock All menu item. As you cannot select a locked item it is not possible to just unlock a few of them at a time -- you must unlock them all at once.
Hide from View
Sometimes you just need to get objects out of your way. For example you'd like to remove the roof of a building to make it easier to build its interior. In this case you'd like to hide the roof:
The top of the Orc Tower has been hidden to reveal its interiorAs with locking an object, you may hide what is currently selected or hide everything that is not selected. When an object is hidden it is completely removed from the scene and does not block your mouse operations. And if you'd like to swap what is hidden with what is visible, you'd use the Objects->Inverse Hide menu item, just like you do with locking. As you can tell, locking and hiding are very similar to each other. :o)
That's it for today's quick run through of the Objects menu. I've attempted to make these operations feel familiar to anyone that has used a digital arts tool. Until next time...
- LightWave Dave
PS: If you've been paying attention, some of you may notice that the pictures have shown more than what I've talked about here. I'll shed more light on that in a future article...
About the author
A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!
#22
03/26/2006 (6:00 am)
@David: I noticed in the lower corners of the pictures 1m, 2m and 5m. Are the 1m, 2m and 5m in Torque units?
#23
03/26/2006 (11:48 pm)
Schweet...
#24
Mark:
Those values show the grid size for each 3D view in Torque units, which I'm treating the same as meters.
03/27/2006 (7:21 am)
Thanks again guys.Mark:
Those values show the grid size for each 3D view in Torque units, which I'm treating the same as meters.
#25
One question though. Will .difs made with Constructor work with older versions of the engine?
I heard there has been some change in the data format between versions 1.2 and 1.3 that make 1.3 difs incompatible with games that use any pre-1.3 engine. (I'm getting an "Unable to read detail level 0 in interior resource" error with the latest map2dif version).
Those who want to create extra content for existing games can't upgrade their game to the latest engine code, so if at all possible, it would be nice to have the option to save all existing .dif formats.
04/15/2006 (11:50 am)
Looking good. Looking very good.One question though. Will .difs made with Constructor work with older versions of the engine?
I heard there has been some change in the data format between versions 1.2 and 1.3 that make 1.3 difs incompatible with games that use any pre-1.3 engine. (I'm getting an "Unable to read detail level 0 in interior resource" error with the latest map2dif version).
Those who want to create extra content for existing games can't upgrade their game to the latest engine code, so if at all possible, it would be nice to have the option to save all existing .dif formats.
#26
I see very good things in constructor,even things i missed from unrealed .
This look better everytime i check out , really nice work guys !
04/22/2006 (4:01 pm)
Well i must say this looking super great !I see very good things in constructor,even things i missed from unrealed .
This look better everytime i check out , really nice work guys !
#27
im looking forward to this awsome product!
Regards
Bardur
05/02/2006 (7:23 am)
when?....thats the question heheim looking forward to this awsome product!
Regards
Bardur
#28
09/04/2006 (10:28 pm)
I have seen a beta version of this around UNI looks amazing wish i could get my hands on a copy. Can't wait for it to be released
#29
It's a damage to the health of customers: some customers just get so excited they lose their mind. Please give us the deadlines! approximiatly :D. I feel like a drugaddict! YOU ARE SUPPLYING DRUGS YOU KNOW?! I should have gone doing marketting i swear :P.
Or atleast give us some beta! Let us train for teh upcoming :P. I feel like I wasn't given my daily dose of cocain - even though I'd never touch that drug or any other just coz I know I wouldn't be able to resist to have more , I can't resist to wait for Constructor - my whole team is waiting! :D.
Can I ask a question about Constructor, please answer coz I feel I wasn't given enough to inject under my skin: Will Constructor have probs and entities as cool as in Half Life 2? (if there r none don't borther extending the date to make some :P) - it would be nice to make the cars drive, plains fly, lifts move, enemies blowing their own brains out when they run out of bullets. And one more: ive read somewhere that Constructor will have its own tool for making textures?! Can you tell us more?! :D (It would be coool - coz it is a pain in the butt each time with all editors).
10/19/2006 (10:27 pm)
I think all this waiting for the editor is a crime. I swear companies always do this! Half life was promised in a month and then everyone waited for a year! Constructor I see is really kicking arse compare to anything else; if i stick to garagegames i can definetly feel being backed up at any time. But making people wait without giving a deadline for urself is a crime!!! I can't wait; I'm like a kid who is ready to make massage for money to get hold on little money to buy some more shewing gum to get the sticker out: Turbo, Loveis, ah and all those others. It's a damage to the health of customers: some customers just get so excited they lose their mind. Please give us the deadlines! approximiatly :D. I feel like a drugaddict! YOU ARE SUPPLYING DRUGS YOU KNOW?! I should have gone doing marketting i swear :P.
Or atleast give us some beta! Let us train for teh upcoming :P. I feel like I wasn't given my daily dose of cocain - even though I'd never touch that drug or any other just coz I know I wouldn't be able to resist to have more , I can't resist to wait for Constructor - my whole team is waiting! :D.
Can I ask a question about Constructor, please answer coz I feel I wasn't given enough to inject under my skin: Will Constructor have probs and entities as cool as in Half Life 2? (if there r none don't borther extending the date to make some :P) - it would be nice to make the cars drive, plains fly, lifts move, enemies blowing their own brains out when they run out of bullets. And one more: ive read somewhere that Constructor will have its own tool for making textures?! Can you tell us more?! :D (It would be coool - coz it is a pain in the butt each time with all editors).

Torque Owner Kirby Webber
Personally, I think the brush locking feature is sheer genius, but maybe that's just me. (C;