Torque Pipeline DIF export for Cartography Shop
by Tom Spilman · in Artist Corner · 01/03/2005 (11:33 am) · 49 replies
It's time to get this into your hands.
Torque Pipeline for Cartography Shop is a DIF exporter for the Torque Game Engine and the new Torque Shader Engine as a Cartography Shop 4.1 plugin. It adds CartShop support for all Torque entities including lights, portals, collision volumes, detail brushes, and even the new TSE light brushes. It's simple to use and comes with an easy to read html help file.
I've tested it pretty thoroughly over the last few weeks, but i wanted to get feedback from the community. You can get more feature details and download the public beta on our site. The beta is time limited and will expire on 3/1/2005.
If you have issues, questions, or comments either post them here or on our forums.
Torque Pipeline for Cartography Shop is a DIF exporter for the Torque Game Engine and the new Torque Shader Engine as a Cartography Shop 4.1 plugin. It adds CartShop support for all Torque entities including lights, portals, collision volumes, detail brushes, and even the new TSE light brushes. It's simple to use and comes with an easy to read html help file.
I've tested it pretty thoroughly over the last few weeks, but i wanted to get feedback from the community. You can get more feature details and download the public beta on our site. The beta is time limited and will expire on 3/1/2005.
If you have issues, questions, or comments either post them here or on our forums.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#22
01/08/2005 (10:12 am)
If I buy CS now, will there be a charge, and how much, to upgrade to 5? Sorry if this question was posted somewhere els, I searched around
#23
01/08/2005 (10:19 am)
You may want to ask on the CartShop forums. Josh has been asked before and has said that it won't be a free upgrade to 5, but that "something special" will be done for CS4 users.
#24
01/17/2005 (8:00 pm)
I migrated to Cartshop in order to use your plug...look forward to continued work
#25
I'll be releasing a beta 2 version this week if all goes smoothly with three new features:
A true .map export option. It's for those that want to use a customized map2dif path or pass the CartShop map over to QuArK or another interior tool. Note that the default .map exporter in CartShop doesn't export texture axis information correctly leading to all surfaces being mistextured.
The LOD support will be working. You'll have to save one CartShop CSM file per LOD level. You then open the 0 level lod, export using the plugin. If the lod CSMs are in the output path with the normal _0 to _N naming it will automatically be listed in the export window. Else you can drag and drop CSM files and reorder them as needed.
Finally smart texture copy from the source CartShop path to the dest interior folder. It will copy over JPGs and convert BMPs and TGAs to PNGs. It will look up the texture path for shared images and won't overwrite textures without asking.
Also we've been added to the official Torque DIF Exporter Matrix.
01/17/2005 (8:25 pm)
@Sean - Very cool to hear.I'll be releasing a beta 2 version this week if all goes smoothly with three new features:
A true .map export option. It's for those that want to use a customized map2dif path or pass the CartShop map over to QuArK or another interior tool. Note that the default .map exporter in CartShop doesn't export texture axis information correctly leading to all surfaces being mistextured.
The LOD support will be working. You'll have to save one CartShop CSM file per LOD level. You then open the 0 level lod, export using the plugin. If the lod CSMs are in the output path with the normal _0 to _N naming it will automatically be listed in the export window. Else you can drag and drop CSM files and reorder them as needed.
Finally smart texture copy from the source CartShop path to the dest interior folder. It will copy over JPGs and convert BMPs and TGAs to PNGs. It will look up the texture path for shared images and won't overwrite textures without asking.
Also we've been added to the official Torque DIF Exporter Matrix.
#26
01/19/2005 (10:52 am)
.map exporting would be great, would really take advantage of the new map2dif rewrite coming up... that was my first concern after evaluating CShop and nearly deciding to purchase, I saw the map2dif rewrite and it looks very nice.
#27
01/19/2005 (11:22 am)
@Matthew - Well the .map export plugin won't touch any map2dif code at all, but as soon as it's avalible to me the new map2dif code will be merged into the CartShop DIF exporter.
#28
Nevermind, I really need to quit staying up all night and trying to work the next day on nothing but coffee and donuts. ----Sleep, eveyone needs Sleep.
01/20/2005 (6:24 pm)
Hey Tom, I looked around and couldn't find the fix for the texture issue. Think you can post the work araound, or point me to a post that has the solution?Nevermind, I really need to quit staying up all night and trying to work the next day on nothing but coffee and donuts. ----Sleep, eveyone needs Sleep.
#29
01/20/2005 (9:20 pm)
@Fail66 - What texture fix are you talking about?
#30
01/21/2005 (12:26 pm)
Everytime I tried to export, it would nag about missing textures. I found the problem. I was using textures that I have in an obscure directory and forgot to put them in cshop directory. Once I did that everything worked great. Like I said Lack of Sleep.
#31
The only thing it doesn't do that i don't have a solution for is deal with shared textures. If you export the same DIF to two different interior subfolders you'll end up with two copies of the textures in the Torque path. I have to think of an elegant solution to that one.
01/21/2005 (1:03 pm)
Ah... well that shouldn't happen anymore with the new beta 2 exporter. I added a smart texture copy function. If the texture is not in the export path it converts and copies it over. If a texture with the same name exists it does a CRC check on it to be sure it's the same. If it's not it tells you which one is newer and prompts you if you want to overwrite it. It should allow people to keep a texture library for use in CShop and let the exporter worry about the textures in the Torque path.The only thing it doesn't do that i don't have a solution for is deal with shared textures. If you export the same DIF to two different interior subfolders you'll end up with two copies of the textures in the Torque path. I have to think of an elegant solution to that one.
#32
I'm planning to purchase Cartography Shop and start using your exporter. When are you planning to release the beta 2?
I've tried Quark and haven't enjoyed the interface too much. I have an old copy of 3D Studio Max (like the second release of it), and I think the CS interface is more intuitive to me.
The other big selling point for CS is the fact that you have created the exporter, which eliminates the map2dif step. Thanks for your efforts.
01/22/2005 (9:34 am)
Hi Tom,I'm planning to purchase Cartography Shop and start using your exporter. When are you planning to release the beta 2?
I've tried Quark and haven't enjoyed the interface too much. I have an old copy of 3D Studio Max (like the second release of it), and I think the CS interface is more intuitive to me.
The other big selling point for CS is the fact that you have created the exporter, which eliminates the map2dif step. Thanks for your efforts.
#33
I was planning on releasing beta 2 this week, but i have a few people on our forums who totally kick ass and have reported a couple of bugs. As soon as i work those out the beta 2 will be released. It will be sometime mid next week as one of the bugs is a hairy one.
01/22/2005 (12:51 pm)
@Dave - Thanks. I'm glad your gonna get to try the exporter.I was planning on releasing beta 2 this week, but i have a few people on our forums who totally kick ass and have reported a couple of bugs. As soon as i work those out the beta 2 will be released. It will be sometime mid next week as one of the bugs is a hairy one.
#34
02/01/2005 (1:15 pm)
I now have CS 4.1 and am looking forward to beta 2. So far I'm really enjoying the process of creating things in Cartography Shop and seeing them in Torque immediately - very cool.
#35
The beta 2 is *so* close to being out. I'll post back here as soon as it is.
02/01/2005 (1:19 pm)
@Dave - That was a big reason why i went with a DIF export insted of the typical MAP export... i want to save and immediately see results in CartShop. No command line... no batch files.. no GUI front ends to map2dif... bah... right to DIF.The beta 2 is *so* close to being out. I'll post back here as soon as it is.
#36
Does the Torque Pipeline for Cartography Shop DIF exporter for the TSE provide support for building interiors with these textures in Cartography Shop?
What about support for normal maps?
03/29/2005 (11:09 am)
I have seen sample shots from games using the TSE which have new shader textures on the walls of various interiors.Does the Torque Pipeline for Cartography Shop DIF exporter for the TSE provide support for building interiors with these textures in Cartography Shop?
What about support for normal maps?
#37
03/29/2005 (11:23 am)
CartShop just uses a single texture approach to maps just like TGE does for interiors. For TSE just export with the 'TSE Compatible' option checked and add material mappings for the texture names. It works just fine even though there is no accurate real-time preview within CartShop itself.
#38
Torque users are starting to account for a good portion of my user base, and I am interested in doing everything possible to make the editor integrate seamlessly with your engine.
04/02/2005 (8:54 am)
Hey guys, this is the author of CShop. Tom is doing an awesome job, and we have a plan for the next version, which will be flexible enough to load meshes right from your Torque directory, and save maps that have both CSG brushes and instances of your map meshes. The next version of CShop is a lot like UnrealEd, but with the current interface style, which is more like Worldcraft.Torque users are starting to account for a good portion of my user base, and I am interested in doing everything possible to make the editor integrate seamlessly with your engine.
#39
Thanks for your efforts it will help to complete many projects.
06/04/2005 (10:01 pm)
Excellent Tom and Josh. I came from Unreal/Half-life mod development to torque for the commercial options and having that type of pipeline again will make it a great time. The loading of meshes like Unreal static meshes is a great step and you can count me in on that. I think that Torque's main problem is its rudimentary pipeline, of course we could get off our arse and make the tools better (we have the code) but we all want to make games! THe TSE option is great and with this tool and TSE complete (sometime in the hopefully not distant future -- milestone 2 would be good :) )Thanks for your efforts it will help to complete many projects.
#40
can i export "concave" meshes from cartography shop to .dif, if any solution u have please tell me.
thanks
10/26/2005 (8:23 am)
Hi can i export "concave" meshes from cartography shop to .dif, if any solution u have please tell me.
thanks
Associate Tom Spilman
Sickhead Games
I pretty much looked at engine and DIF features and made sure you can get them out of CartShop.
What's it's currently missing is LOD support (to be added soon) and what seems like an old feature, navigation path info. I assume it's for bots, but could someone clue me into what "navigation path info" is? Is it worth generating anymore?