Which tools for what?
by Scot Kennedy · in Torque Game Engine · 06/10/2003 (12:12 pm) · 5 replies
I am in the process of getting my TGE project going, just compiled succesfully last night. I'll be documenting all the little "gotchas" and things "everyone knows" to aid the next person. And my next set of questions has to do with tools. It's really pretty unclear which software to use for which part of making content for a game if you're new to the field, and I thought I'd see if I could get people to offer up any facts and opinions they might have. In turn, I'll generate a simple FAQ so the same questions don't have to get answered again and again.
I'm using only the free tools, so I'll focus on that. Here's my understanding thus far:
-milkshape is what you use to make character entities, and 'equipment' type stuff
-worldcraft and quark are used to make things like buildings.
Why are these so different? Why do I need a different tool to make a gun, or character model, than say a building or a rock?
-quark can also be used to generate maps: does this replace the ingame editor?
So a new user should download worldcraft and milkshape to have a full set of tools, though they may not need milkshape until they're actually making new items/characters instead of buildings/static objects.
Yes? No? Maybe?
I'm using only the free tools, so I'll focus on that. Here's my understanding thus far:
-milkshape is what you use to make character entities, and 'equipment' type stuff
-worldcraft and quark are used to make things like buildings.
Why are these so different? Why do I need a different tool to make a gun, or character model, than say a building or a rock?
-quark can also be used to generate maps: does this replace the ingame editor?
So a new user should download worldcraft and milkshape to have a full set of tools, though they may not need milkshape until they're actually making new items/characters instead of buildings/static objects.
Yes? No? Maybe?
About the author
#2
If you use something like Quark or Warhammer, it handles the collisions automatically, and the lighting is handled on the export of the shape, not dynamically while in game.
So, mainly lighting and collision.
06/10/2003 (4:52 pm)
You could create everything in milkshape or 3d studio max, but you run into problems with collisions. In the "standard modeling programs", max or milkshape, you have to create a new shape that is the "collision mesh". So, if you wanted to create a room, you'd have to create a collision mesh for each wall, the floor, and maybe the ceiling. Then you'd have to continue to do that for each room. Also, you'd have to be tricky with how you handled lighting.If you use something like Quark or Warhammer, it handles the collisions automatically, and the lighting is handled on the export of the shape, not dynamically while in game.
So, mainly lighting and collision.
#3
Someone at GG once said that the art pipeline was an issue to be assigned and they were working on it. But that was long ago...
06/10/2003 (5:02 pm)
Also, you'll need textures for both kinds of models, so you'll need a software like PaintShop Pro or Photoshop. The TGE documentation has the size and color depth specifications for textures.Someone at GG once said that the art pipeline was an issue to be assigned and they were working on it. But that was long ago...
#4
but I can add some more.
the need for different resource types, is based on technology.
the interior's built in worldcraft/quarke
are known as BSP
Binary Spaced Partition (Storage System)
this facilitates Collision Like Jared said.
and it is also used for the rendering system of that object.
the code that operates this object is different than that which
runs the DTS file's
DTS objects support a different set of technology.
example, Skin modifiers and Other specific Max features.
as well the lod design is different.
but the big picture here is.
there is enuff difference between the content type and the content features that one wants to create different Code objects to handle each case Seperately for those reasons.
no Nothing replaces the In Game Editor.
06/10/2003 (5:06 pm)
yea Jared said it ok.but I can add some more.
the need for different resource types, is based on technology.
the interior's built in worldcraft/quarke
are known as BSP
Binary Spaced Partition (Storage System)
this facilitates Collision Like Jared said.
and it is also used for the rendering system of that object.
the code that operates this object is different than that which
runs the DTS file's
DTS objects support a different set of technology.
example, Skin modifiers and Other specific Max features.
as well the lod design is different.
but the big picture here is.
there is enuff difference between the content type and the content features that one wants to create different Code objects to handle each case Seperately for those reasons.
no Nothing replaces the In Game Editor.
#5
It might also be helpful to think of the in-game editor as more of a "mission" editor. It pulls together all of the disparate elements that make up a TGE mission like terrains, water blocks, shapes (decorations like trees and rocks or weapons and ammo), interiors (buildings and structures), player spawn spheres, fog, triggers, the sun, and etc.
06/11/2003 (4:52 am)
It might help to forget the "map" or "level" terminology for what Quark and Hammer create for TGE and to think of them as "interiors" or "buildings".It might also be helpful to think of the in-game editor as more of a "mission" editor. It pulls together all of the disparate elements that make up a TGE mission like terrains, water blocks, shapes (decorations like trees and rocks or weapons and ammo), interiors (buildings and structures), player spawn spheres, fog, triggers, the sun, and etc.
Torque 3D Owner Nick "Dig" Koirala
LittleMonkey Ltd.
I don't know enough about the different file formats, but you do need to make players and guns and equipment in a 3d modelling program like Milkshape and make buildings and static objects on Worldcraft or Quark because of the way that information is saved i assume.
Also player need to be animated which you can't do with WorldCraft or Quark.
The ingame editor places object on the terrain and edits the terrain but it can't edit the objects themselves, those tools do 'replace' the ingame editor as much as complement it. Make the objects and building in Milkshape and Worldcraft and then use the ingame terrain editor to place those object in your world.
Hope that helps
Keep up the good work
Nick