Game Development Community

Importing and structuring an object

by didier dechanet · in Torque 3D Professional · 10/17/2011 (2:37 am) · 2 replies

Hi all (sorry: noob inside)

very new to Torque (but not in 3D modeling and few other engines...)
Happy to see a very good working engine, but little confused by statics or physics object structure.

i.e. this part of documentation:

"+-shape1
| +-Box01 Object Box01 with details: 2
|-shape2
+-Cylinder01 Object Cylinder01 with details: 2
+-Cylinder01 Object Cylinder02 with details: 2
+-Box3 Object Box03 with details: 2


all objects have a single detail of size 2"

What the details number is for ? (size of what ? the geometry ? global scale ?)

plus further in the doc:

"+-base01
+-start01
+-Collision Object Collision with details: -1
+-Shape Object Shape with details: 32 2"

can't figure what the "32" space "2" means ?
and idem for "detailXXX" (i.e.: detail128) what that number means ?

Can't we have a "simple" documentation for building such :

- Static shape with collision (very basic, a cube one) in Collada format only
- Physic shape with collision (very basic vehicle: one cube and four cylinders)

need help just for understanding the minimum hierarchy requiered by the engine
Thank you for helping (and excuse my english )

Do i need to wait for the great 1.2 tutorial that was announced ? (will it have some vehicle tutorial ?)


About the author

Recent Threads


#1
10/17/2011 (9:10 am)
I would be happy with a couple of example documents in max or collada. That way I could build upon them and not have to set up the file from scratch each time.

At the moment, I am just breaking my objects down into bite size bits, and using either bounds, the convex hull operator, or visible mesh for collision.

However I would like to eventually make some vehicles, and other more complex assets. It that case it would be nice to have a generic car file in max. Then I could just alter the meshes for the body, and wheels, and collision.
#2
10/17/2011 (11:34 am)
you have the Chettah DAE and buggy DAE still in your game/art/vehicles directory but either than simply copying hierarchy i would prefer to have a detailed explication of what it for and why ?How lods are calculated or created...So much over complicated hierarchy, in all other engines those details are well exposed.perhaps with the great famous tutorial we will get some clear view on all that stuff.