Torque 3D: BSP/CSG tool?
by Robert Walter · in Torque 3D Professional · 10/21/2009 (12:39 pm) · 4 replies
I've been away from Torque 3D, taking a class and focusing on Unreal Editor for a couple months, but am about to come back to Torque. Obviously, I've learned to build some of my level with Unreal Editor, and the rest in Maya. I've read about Torque Constructor and Quark on the forums before, but it usually referred to TGEA, and as I'm about to undertake a large environment in T3D, I could use some clarity as to what's the preferred method now. Should all structural objects (eg. building) be static meshes created in Max/Maya?
Also perhaps I should start a separate thread, but a quick question: is it possible to create a hole (or hide faces) in the T3D terrain (for a basement or cave)? I know it was not possible in some of the earlier beta versions.
Thanks in advance!
Also perhaps I should start a separate thread, but a quick question: is it possible to create a hole (or hide faces) in the T3D terrain (for a basement or cave)? I know it was not possible in some of the earlier beta versions.
Thanks in advance!
#2
10/21/2009 (12:57 pm)
Right now using CSG (Interiors) in T3D is only worth it if you're doing complex indoor levels which benefit from the BSP zoning information. The rendering of CSG is slower than the rendering of polysoup geometry (the performance decreases caused by increased complexity is much greater), so if you really need them for a very complex scene you could do the Unreal-way and have basic CSG structures (to provide zoning) covered with static meshes.
#3
10/21/2009 (2:11 pm)
With T3D though you finally have the zone - portal definition capability in the editor itself too so you could just as well use polysoup and optimize the indoor rendering that way for example
#4
So is creating the collisions for floors, walls, etc. pretty straight forward?
Obviously, I need to read up — If anyone can suggest a tutorial or explanation of the workflow for T3D, I'd greatly appreciate it!
10/24/2009 (11:40 am)
Thanks so much for your replies, gents. Sounds like polysoup is the way to go. So is creating the collisions for floors, walls, etc. pretty straight forward?
Obviously, I need to read up — If anyone can suggest a tutorial or explanation of the workflow for T3D, I'd greatly appreciate it!
Torque Owner JesseL
Pyrotronics-Games