object with blank material and constructor question
by Perlot · in Torque 3D Professional · 01/02/2013 (5:19 am) · 5 replies
Hi all,
I get the feeling this is a ridiculously simple question but I can't find a forum thread for it. Probably because I am not exactly sure of the right terms to use...
I have created a sandbag in blender, and downloaded a suitable texture file for it (a jpg). I have exported the item as a collada file and exported it to the correct "art/shapes/..." folder. I also made sure that the jpg was in the same folder as the dae file.
When I place the object it just comes out blank, not even a "no texture" error. I have looked in the folder and there is a file called "sandbag.default.dts" which I am guessing is the torque converted version. I tried copying over the police baracade object from the chinatown project and that works fine with a proper texture, even though there is no jpg in the folder. I should point out I am a newbie at torque, no programming done, just trying to mess about with objects to build barracades and buildings etc.... Any help gratefully appreciated.
ALSO....another question.
I downloaded constructor, seems to work very differently to blender so am taking a bit of time getting to grips with it. I have one simple question, can you make "soft" shapes with it, or just structures? It doesn't seem to easily soften items (so for example I created a fairly simple sandbag in blender and then just got the softwar to soften it and it added extra polys...) can constructor do this sort of thing? Not asking for a step by step guide, I know there are tutorials for this and I am working through them, just wondered if this ability to automatically make objects more organic was possible in constructor. Even if not it is still a very cool bit of kit and exports objects perfectly into torque for me!
Thanks,
P.
I get the feeling this is a ridiculously simple question but I can't find a forum thread for it. Probably because I am not exactly sure of the right terms to use...
I have created a sandbag in blender, and downloaded a suitable texture file for it (a jpg). I have exported the item as a collada file and exported it to the correct "art/shapes/..." folder. I also made sure that the jpg was in the same folder as the dae file.
When I place the object it just comes out blank, not even a "no texture" error. I have looked in the folder and there is a file called "sandbag.default.dts" which I am guessing is the torque converted version. I tried copying over the police baracade object from the chinatown project and that works fine with a proper texture, even though there is no jpg in the folder. I should point out I am a newbie at torque, no programming done, just trying to mess about with objects to build barracades and buildings etc.... Any help gratefully appreciated.
ALSO....another question.
I downloaded constructor, seems to work very differently to blender so am taking a bit of time getting to grips with it. I have one simple question, can you make "soft" shapes with it, or just structures? It doesn't seem to easily soften items (so for example I created a fairly simple sandbag in blender and then just got the softwar to soften it and it added extra polys...) can constructor do this sort of thing? Not asking for a step by step guide, I know there are tutorials for this and I am working through them, just wondered if this ability to automatically make objects more organic was possible in constructor. Even if not it is still a very cool bit of kit and exports objects perfectly into torque for me!
Thanks,
P.
About the author
British based designer
#2
01/02/2013 (6:42 am)
Ok something to do with materials...still having a few problems but getting there...would still like a heads up on the constructor question if possible please..
#3
Additionally, the format that it exports (.dif) is deprecated. While there may still be facilities to import/export .dif files in the engine this functionality is deprecated and you really should continue to use Blender for building models instead. There is noise about removing .dif support entirely from T3D MIT - not sure if that will happen or if it has happened, but I've seen it discussed.
01/02/2013 (6:54 am)
Constructor is a tool for making structures. You can import .dts files for more rounded objects like sandbags, but it's not really made for that sort of editing.Additionally, the format that it exports (.dif) is deprecated. While there may still be facilities to import/export .dif files in the engine this functionality is deprecated and you really should continue to use Blender for building models instead. There is noise about removing .dif support entirely from T3D MIT - not sure if that will happen or if it has happened, but I've seen it discussed.
#4
04/20/2013 (11:13 pm)
Can we get Constructor updated to export/save-as Collada objects instead of DIF, if DIF support is on its way out?
#5
04/20/2013 (11:52 pm)
But why not just use Blender? It's free, can model anything that Constructor can - easier....
Torque 3D Owner Perlot
Default Studio Name
Thanks.
P.