Torque Pipeline and Other questions
by Toby W. Allen · in General Discussion · 12/17/2004 (3:27 am) · 6 replies
Our Society is looking into Torque as an engine to pursue. However, I know this engine somewhat from reading a lot about but, there are still some questions that remain un-answered.
- Content Pipeline: Is there a flow chart or anything that describes the inputs and flows of the content creation process for models and maps?
- Shaders: As I understand it, Torque doesn't specifically come with a shader engine, which is why the TSE is being developed. However, what is the current state/ability of Torque to produce any shaders or visual FX? and how are they created (text, no?).
- How Suited would the community see Torque being used for a Beat'em up? Torque fits pretty much everythign straight off, which is nice, but I wanted to see what people that are using Torque now think.
- What are some pitfalls of Torque that have caused trouble for you/your team?
Thanks for the help,
Toby.
- Content Pipeline: Is there a flow chart or anything that describes the inputs and flows of the content creation process for models and maps?
- Shaders: As I understand it, Torque doesn't specifically come with a shader engine, which is why the TSE is being developed. However, what is the current state/ability of Torque to produce any shaders or visual FX? and how are they created (text, no?).
- How Suited would the community see Torque being used for a Beat'em up? Torque fits pretty much everythign straight off, which is nice, but I wanted to see what people that are using Torque now think.
- What are some pitfalls of Torque that have caused trouble for you/your team?
Thanks for the help,
Toby.
#2
Toby.
12/17/2004 (7:53 am)
I don't suppose that the World Editor Supports Pressure Sensitivity either...Toby.
#4
By this I assume you mean pressure sensitivity on a Wacom tablet or the like? If so, then the editor does not support it, and operates more on a push/pull interface for terrain editing more suited for a mouse.
12/20/2004 (10:25 am)
Quote:I don't suppose that the World Editor Supports Pressure Sensitivity either...
By this I assume you mean pressure sensitivity on a Wacom tablet or the like? If so, then the editor does not support it, and operates more on a push/pull interface for terrain editing more suited for a mouse.
#5
Beatem ups are generaly pretty straightforward so I doubt you would have too much trouble as far as creating art assets.
Depending on how far you want to push the boundaries. I'm not sure how strong the engine would be if you were doing something like ragdol location based phyisics which I've experiented with on an engine my mate and I have been working on.
by beatem up do you mean something like virtua fighter or something more like prince of persia?
12/21/2004 (9:03 am)
I've been told that the art pipeline should be much improved for those wanting to export from 3D apps directly to the engine, hopefully within the next year. Whih is good news as for the most part the pipeline isn't that great if you don't stick to the in built editors etc.Beatem ups are generaly pretty straightforward so I doubt you would have too much trouble as far as creating art assets.
Depending on how far you want to push the boundaries. I'm not sure how strong the engine would be if you were doing something like ragdol location based phyisics which I've experiented with on an engine my mate and I have been working on.
by beatem up do you mean something like virtua fighter or something more like prince of persia?
#6
- Alex: Yes I was talking about the pressure sensitive Wacom pen.
- Adrian: I was more concerned with an overall explanation of the pipeline.
ie:
model:
Make model, apply this, export it using this, bang it in game.
levels:
Method 1: make heightmaps, then tweak with in-game editor, etc..
Etc.. All with a sort of UML-like images. Sort of stuff you could quickly reference things on.
Toby.
12/23/2004 (9:36 am)
Many thanks for all your replies.- Alex: Yes I was talking about the pressure sensitive Wacom pen.
- Adrian: I was more concerned with an overall explanation of the pipeline.
ie:
model:
Make model, apply this, export it using this, bang it in game.
levels:
Method 1: make heightmaps, then tweak with in-game editor, etc..
Etc.. All with a sort of UML-like images. Sort of stuff you could quickly reference things on.
Toby.
Torque Owner Stefan Lundmark
Vehicle Collision Detection. (Especially flying vehicles, PAIN)
The OpenAL implementation.
Map2Dif and how it can spit out errors and fail randomly.
Sometimes the Max2Dts exporter, but not all that often and can mostly be solved by small work-arounds or tweaks.
But it's still better than any other engine I've tried out there, which is alot.