Questions about T3D
by Benjamin Stanley · in General Discussion · 01/22/2011 (10:57 am) · 16 replies
I am looking heavily at Torque 3d for a project that I have been planning for a while now.
I just need to ask the following questions.
1. Level Design - Is it possible to just block out a level with Torque 3d with BSP or do I need to use 3d assets?
2. Importing Assets - What formats does T3D Import?
3. Importing Characters - What is needed to be done to import a Character into Torque3d? ex(Rig the Character, Animate the Character, etc.)
4. Weapons - How easy is it to define Custom Weapons and Particle Effects for your custom weapons?
5. HUD / Objective Markers - Is it possible to use .swf (Flash Files) to make a custom HUD?
I just need to ask the following questions.
1. Level Design - Is it possible to just block out a level with Torque 3d with BSP or do I need to use 3d assets?
2. Importing Assets - What formats does T3D Import?
3. Importing Characters - What is needed to be done to import a Character into Torque3d? ex(Rig the Character, Animate the Character, etc.)
4. Weapons - How easy is it to define Custom Weapons and Particle Effects for your custom weapons?
5. HUD / Objective Markers - Is it possible to use .swf (Flash Files) to make a custom HUD?
About the author
My name is Ben Stanley. I am a Game Hobbyist and Student.
Recent Threads
#2
I have a few more questions then I will be off to sell some stuff to buy torque 3D
1. Player Count - What is the Default torque 3d Player Count? Can the Player Count Be expanded?
2. Max Poly/Tri Count - What is a Good rule of thumb for the Poly/Tri Count for Assets, 3d Models and Characters? What is the Max Poly/Tri Count for a singel model?
3. Vehicle Integration - How easy is it to ingrate vehicles into Torque 3d?
4. Huge Environments and Optimization - I am not sure if you covered this BUT How easily can Torque 3d handle a Large Scale Environment? How does it handle it? How is it done?
01/22/2011 (11:24 am)
I appreciate your time Mr Perry :)I have a few more questions then I will be off to sell some stuff to buy torque 3D
1. Player Count - What is the Default torque 3d Player Count? Can the Player Count Be expanded?
2. Max Poly/Tri Count - What is a Good rule of thumb for the Poly/Tri Count for Assets, 3d Models and Characters? What is the Max Poly/Tri Count for a singel model?
3. Vehicle Integration - How easy is it to ingrate vehicles into Torque 3d?
4. Huge Environments and Optimization - I am not sure if you covered this BUT How easily can Torque 3d handle a Large Scale Environment? How does it handle it? How is it done?
#3
1. If you are talking about fully functioning player objects, you are looking at 64 network connections. So you can have 64 players connecting to the same server.
2. This is a loaded question since there are so many factors. The killer in T3D is not really the poly count, but the draw calls. With all effects turned on, you are already looking at a heavier load. Unoptimized models and bad texturing can result in hundreds of non-useful draw calls. I'm not an artist myself, so I have not been able to push the limits. Maybe we can get an artist like Russell in here to answer.
3. T3D handles wheeled vehicles automatically. There are currently some bugs in 1.1 Beta 3 that need to be ironed out that prevent ease of use, mainly having to do with collision. Outside of that, you can easily drop in a wheeled vehicle if the model for the chassis and wheels are set up correctly. The code is completely proprietary, so you will not get something like you see in PhysX demos. As for other vehicles, some custom coding would be needed to get more advanced components in.
4. Large terrains are handled quite well. You can have up to a 2048x2048 heightmap, which gives you a terrain large enough that it takes several minutes to traverse on foot using standard human units. The materials for the terrain are fairly optimized, so you don't take a huge hit. As for sectioning this off, zone and portals allow you to manually create BSP sections inside the level. Again, the beta of T3D has some bugs that are going to be resolved in 1.1 to make this more stable. Aside from this, T3D has your common systems like view distance, fog, LOD management, and impostor billboards to help with preventing all your models from rendering at top level no matter where you are.
01/22/2011 (11:35 am)
@Benjamin - Call me 'Mich'. That's what most call me and I finally got the guys in IRC to pick that up =). Anyway, happy to help.1. If you are talking about fully functioning player objects, you are looking at 64 network connections. So you can have 64 players connecting to the same server.
2. This is a loaded question since there are so many factors. The killer in T3D is not really the poly count, but the draw calls. With all effects turned on, you are already looking at a heavier load. Unoptimized models and bad texturing can result in hundreds of non-useful draw calls. I'm not an artist myself, so I have not been able to push the limits. Maybe we can get an artist like Russell in here to answer.
3. T3D handles wheeled vehicles automatically. There are currently some bugs in 1.1 Beta 3 that need to be ironed out that prevent ease of use, mainly having to do with collision. Outside of that, you can easily drop in a wheeled vehicle if the model for the chassis and wheels are set up correctly. The code is completely proprietary, so you will not get something like you see in PhysX demos. As for other vehicles, some custom coding would be needed to get more advanced components in.
4. Large terrains are handled quite well. You can have up to a 2048x2048 heightmap, which gives you a terrain large enough that it takes several minutes to traverse on foot using standard human units. The materials for the terrain are fairly optimized, so you don't take a huge hit. As for sectioning this off, zone and portals allow you to manually create BSP sections inside the level. Again, the beta of T3D has some bugs that are going to be resolved in 1.1 to make this more stable. Aside from this, T3D has your common systems like view distance, fog, LOD management, and impostor billboards to help with preventing all your models from rendering at top level no matter where you are.
#4
But is it possible to Expand the player count? I know that coding will be required BUT it should be possible right?
01/22/2011 (11:57 am)
Hey, Sounds good :)But is it possible to Expand the player count? I know that coding will be required BUT it should be possible right?
#5
01/22/2011 (12:03 pm)
@Benjamin - Certainly. A single person modified TGE back in the day to handle MMO player counts. Not a lot has changed in Torque's networking code since then. Adding more players should be approached carefully since all of T3D operates on the client/server architecture.
#6
Going to license as soon as possible!
Mich you sold me :)
Thank you,
Benjamin Stanley
01/22/2011 (12:06 pm)
I official love T3D now!Going to license as soon as possible!
Mich you sold me :)
Thank you,
Benjamin Stanley
#7
01/22/2011 (2:27 pm)
@Benjamin - Glad to see I was able to help. I hope you find working with the engine as pleasurable as I have. Looking forward to seeing you in the forums. I'll be around to help answer your questions =)
#8
Only 1 thing off with your questions. Regarding the swf files, it's as Michael said, other developers have integrated the functionality using Scaleform. Sadly though from what I remember is that it wasn't compatible with T3D. But then I may be wrong, it could be at this point. But I just remember someone telling me that a while back. The good news is it's still possible to full fill your HUD desires without a swf.
Design on!!!!
01/23/2011 (1:04 am)
Hopefully you get this Ben. It's worth every penny and gives countless hours of smiles..... even if you don't have the time to sit and finish developing a project it's still so much fun modifying the engine to create new things. :)Only 1 thing off with your questions. Regarding the swf files, it's as Michael said, other developers have integrated the functionality using Scaleform. Sadly though from what I remember is that it wasn't compatible with T3D. But then I may be wrong, it could be at this point. But I just remember someone telling me that a while back. The good news is it's still possible to full fill your HUD desires without a swf.
Design on!!!!
#9
The Physx documentation makes it sound like you can only import physics objects from 3DMax, is this correct? I use Softimage myself.
01/23/2011 (4:25 am)
I'll add my question to this thread rather than make a new one. The Physx documentation makes it sound like you can only import physics objects from 3DMax, is this correct? I use Softimage myself.
#10
I have the full Intention of Getting this awesome Engine!
01/23/2011 (8:07 am)
I am just trying to dig up enough money to get this :)I have the full Intention of Getting this awesome Engine!
#11
01/23/2011 (8:21 am)
Quote:The Physx documentation makes it sound like you can only import physics objects from 3DMax, is this correct? I use Softimage myself.I *think* the documentation is a bit out of date in that regard. It's *possible* to use just about any modeling app to prepare your physics objects -- so long as a proper hierarchy/node setup is followed, and you have a proper Physics Data datablock:
Quote:from the Creating Physics Shapes thread:
There is no dependancy on Collada or 3dsmax really.
As long as it has the right nodes, with the right names, it should work in any tool that exports DAEs or DTSs files.
#12
01/23/2011 (9:39 am)
@BigDaz - The main requirements are to have the COLLADA file, the PhysX stream data, and the right script setup to make it work. I do not have Softimage and am not an artist, so it's difficult for me to validate. I'll see if we can get another artist in here to help. Perhaps eb would know?
#13
01/23/2011 (10:04 am)
One can even programmatically adjust your shape through use of the TSShapeConstructor magic and massage it into becoming a physics shape... tedious work though.
#14
01/26/2011 (12:30 pm)
OK thanks. Another question. I'm used to using GameCore which has a standard scale of 1 unit = 1 metre which I find handy. Does Torque have any sort of standard like this or it arbitrary?
#16
01/26/2011 (12:55 pm)
That was quick. Thanks :)
Employee Michael Perry
ZombieShortbus
2. For 3D models, COLLADA (.dae), DTS, and DSQ. For textures, you can use .png, .jpg, and .dds. Audio uses .wav and .ogg, though you can implement mp3 along with FMOD designer files
3. This hasn't changed too much since the TGE and TGEA days. We don't currently have a full character guide for T3D, but the TGEA docs that covered this do help out. Additionally, the new Shape Editor in T3D will show you what nodes are missing and allow you to dynamically add them to make your character work.
4. This is actually a lot easier than in the past. T3D has a datablock editor which allows you to create custom weapons and edit the values inside the editors. The Particle Editor lets you create new effects in real time. You can also accomplish both by manually scripting them if you want.
5. The engine does not currently support .swf. I know other developers have integrated the functionality, but I believe they used 3rd party libs like Scaleform.