Torque3D pipeline questions.
by FS-FrankieV · in Torque 3D Beginner · 01/25/2013 (8:12 am) · 23 replies
Greetings all being new to Torque and as a content creator I have a few pipeline type questions.
1:
I was wounding if someone could be so kind as to point me in the right direction. I'm looking for art asset examples, either 3ds Max or FBX format, that demonstrates the necessary build elements of a individual object? Weapon and player models is on the top of my list but prefabs would be nice as well.
2:
In the construction of a prefab with in an application like 3ds Max is there a direct relationship between Torques world builder and the 3D Graphics application being used through the use of a naming convention? For example if I name a primitive object as a zone or portal will Torque pick it up and make use of the object by design as it would in the engine?
3:
Is there plans to make the Torque editor much more content creator friendly? At the moment it takes a bit to set up and as a content artist I find setting things up with in a team environment rather difficult as to what has to be installed versus what is not necessary.
1:
I was wounding if someone could be so kind as to point me in the right direction. I'm looking for art asset examples, either 3ds Max or FBX format, that demonstrates the necessary build elements of a individual object? Weapon and player models is on the top of my list but prefabs would be nice as well.
2:
In the construction of a prefab with in an application like 3ds Max is there a direct relationship between Torques world builder and the 3D Graphics application being used through the use of a naming convention? For example if I name a primitive object as a zone or portal will Torque pick it up and make use of the object by design as it would in the engine?
3:
Is there plans to make the Torque editor much more content creator friendly? At the moment it takes a bit to set up and as a content artist I find setting things up with in a team environment rather difficult as to what has to be installed versus what is not necessary.
#22
In 3DS MAX, make a simple box and cut a door way into it with a step at the bottom. Drop a Shell modifier on it. Make thinkness whatever you want.
Create one material and apply to the block house. Now, with the box selected, clone it as an object. Name it collision-1.
Go into the schematic and link the collision-1 to the box.
Export using openCollada and save as a DAE file. Drop it into the game engine. Player can walk into the building, etc.
I just converted the arteria3d.com Shanty Town Pack 2 over with collision last weekend. :)
01/29/2013 (12:50 pm)
For buildings you can walk into (no stinking portals, woot!)In 3DS MAX, make a simple box and cut a door way into it with a step at the bottom. Drop a Shell modifier on it. Make thinkness whatever you want.
Create one material and apply to the block house. Now, with the box selected, clone it as an object. Name it collision-1.
Go into the schematic and link the collision-1 to the box.
Export using openCollada and save as a DAE file. Drop it into the game engine. Player can walk into the building, etc.
I just converted the arteria3d.com Shanty Town Pack 2 over with collision last weekend. :)
#23
I did notice this in the store.
http://www.garagegames.com/products/showtoolpro
Is this a must have?
01/30/2013 (2:45 pm)
Yuper I've had a few of our maps up and running already.I did notice this in the store.
http://www.garagegames.com/products/showtoolpro
Is this a must have?
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@FS-FrankieV
You won't get the BIP rigg if you import the soldier DAE from the tutorial. But you will get the whole BIP and FP arm riggs and skins when you purchase the Soldier art pack for $20 bucks. Good deal, IMO.
I deleted the soldier mesh, LOD's and skinned my mesh to the soldier rigg in a few hours.
Process is much faster than it used to be.