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Help - Tropical Vegetation Setup

by Cory - (AU) · in Torque 3D Professional · 09/04/2009 (7:31 pm) · 1 replies

Hi Team,

I am new to Torque and have purchased the model pack Tropical Vegetation from dexsoft and are keen to use them in Torque3D.

First question, I can import the .DTS object file of a palm and the trunks cast shadows but not the leaves. The .DAE file for this model doesn’t look right when imported but has the leave shadows. Do I need to bind or join these files somehow or import one of the other formats provided?

Second, what would be the best way to provide in game collisions on these models, the models look to have been shipped with collision files yet I don’t know how to bind them or import them to the object? I can however setup basic collisions using the inspector.

Last question, Any guides or help on making them physic objects like the Torque3d south pacific video 4, eg cast shadows correctly and movement physics when hit.

Thanks for the help engine looks great and having loads of fun.

Regards,
Cory

#1
09/05/2009 (1:23 am)
Quote:First question, I can import the .DTS object file of a palm and the trunks cast shadows but not the leaves. The .DAE file for this model doesn’t look right when imported but has the leave shadows

This is due to a limitation of the current system with Alpha blended materials. Some models can be fudged to look "mostly" correct by turning off alpha blending in the material, and using only alpha testing.

Quote:Second, what would be the best way to provide in game collisions on these models, the models look to have been shipped with collision files yet I don’t know how to bind them or import them to the object? I can however setup basic collisions using the inspector

I believe you can use the TSShapeConstructor to add the collision mesh, using the "AddMesh" function:

docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Section/T...