Game Development Community

T3D Feature Question / Request

by Sasuga · in Artist Corner · 12/26/2009 (1:06 am) · 4 replies

Greetings everyone!

I hope everyone is having a good holiday or has had a good holiday.

Torque Constructor has a feature called "CSG Subtract" (as well as a few other handy features). I was wondering if T3D had a feature built in like that? If not, I was wondering if a feature like that could be built into Torque 3D. I know I personally would find it very useful.

Another feature that could be extremely useful in T3D (if it doesn't already exist) is "CSG Hollow Brush".

I believe these two features, at least, would help greatly in level design and creation. I've actually wanted something like this for a while, but after watching Russell Fincher make that boat level in under two hours using primitives in T3D I thought again how useful it would be. For example, he wouldn't have had to build the roof and building walls in sections like he did, which would have saved him time. Also, a hollowing tool could have allowed him to add areas into the boat more easily (as it is the boat's insides are unaccessible.)

[I would like to make it extremely clear that my comments, such as, "The boat could be made accessible." are not at all intended as criticism at Russel Fincher. He did an awesome job with that level design in under two hours! I am simply stating that with more tools like "Hollow Brush" and "CSG Subtract" he could have possible done more in less time!]

I'm not certain how easily or difficult it would be to add in such features. I'm guessing it's more on the difficult side. I'm simply expressing I'd like them.

Sincerely,
Sasuga

#1
01/06/2010 (12:17 am)
Hey dude, you mess with my boat and you mess with me. ;)

I totally agree with both of your suggestions. Hollowing out shapes would really speed things up. I hope these make it in eventually, as well.

The Sketch Tool in it's current state has completely changed the asset creation pipeline in a great way. Today I was using it to block out very specific cliff shapes that I needed in a level, then exporting the simple shapes from T3D as Collada, quickly converting them to .obj, and dropping them into Zbrush to res up and sculpt. I went from working on a temporary shape in-editor to a finished shape in a few minutes. Then another few minutes in Max to PolyCrunch and UV and it's ready to go in-game. It's amazing to know you're building your assets to the exact specs that you need.
#2
01/06/2010 (7:13 pm)
We want to add a few CSG operations to the Sketch Tool soon. Probably not 1.1. but maybe 1.2.
#3
01/08/2010 (6:07 am)
You guys are doing great! I hope it does make it in, I'm looking forward to it.
#4
01/18/2010 (11:10 am)
Uhm... please Tom don't tell me some (far by now) day we will have a some sort of replace for Constructor (and maybe something more) in the sketchtool... Don't tell me this... It would be too nice :-P