Terrain Exporter
by Chris · in General Discussion · 01/22/2005 (1:44 am) · 10 replies
Does anyone know of an exporter / converter for torque terrain? I'd like to ba able to export it out of the engine, and into a seperate format, one that can be imported by a modeling program. I need to insure the optimal fitting of certain pieces, and this would be VERY nice. Any one heard of such a tool?
-x
-x
About the author
#2
01/22/2005 (5:33 am)
Couldn't you just export a heightmap?
#3
note using this way you can export heightmap.
I hope that help?
01/22/2005 (5:52 am)
First press F11 to go to level editor and from window menu choose Terraform editor and then go to file menu you will see the export command active.note using this way you can export heightmap.
I hope that help?
#4
01/22/2005 (6:15 am)
You can export the the terrain heightmap in the terrain terraform editor and then import it with milkshape using one of the plugins...maybe you can export it from there.
#5
01/22/2005 (12:14 pm)
Do you want to export it as a heightmap, or in some other format?
#6
Exporting the hieghtmap isnt quite what we need, but if thats all there is, then no big deal.
Thanks for the suggerstions guys.
-x
01/22/2005 (3:22 pm)
Preferably as something directly editable, such as .3ds.Exporting the hieghtmap isnt quite what we need, but if thats all there is, then no big deal.
Thanks for the suggerstions guys.
-x
#7
05/22/2005 (9:40 pm)
Heh, I'd like to do this too. for me it would be really useful sO I can graft in some unique custiom terrain features using the original torque terrain mesh for referencing the edges where I snap my Verts in 3dsmax. The project I'm doing has vast open fairly generic terrain, but needs some complex detail, like cliff/ridge overhangs and stuff. wondering if anyone succeeded in exporting the terrain as a mesh since the end of January?
#8
05/22/2005 (11:49 pm)
Not sure why you couldn't use the terrain editor (I find it much more intuitive then using a mesh in Max to create terrain). Though if you wanted it for reference I guess you export the hieghtmap and use the heightmap to generate the terrain in Max, not sure how you would then regenerate it though. (though this won't help with "overhangs").
#9
making terrains is easy in torques editor, but it also means you lose a lot of flexibility in what you can do with it, so all the games tend to look like everyone elses. And making terrains in max is really easy, particularly with spline patch modeling and lofting tools .
05/23/2005 (8:47 am)
Nah thats not what I want it for. I'd keep the torque terrain for about 70% of the general terrain, but I want to be able to graft on pieces that aren't simply displaced verticaly. Heightmaps make for samey terrains that look like terrains you get everywhere and I want interesting rock formations, caves and what have you. So exporing the terrain would enable me to snap the verts of my custom pieces and graft them onto an existing torque terrain with nice multitexture masks and custom lightmaps. the torque terrains are great for general sprawling landscapes without too much detail, but to make it look really nice, the ability to integrate my own meshes into the terrain seamlessly would be ideal and easily accomplished if there was a way to save out a 3DS or something.making terrains is easy in torques editor, but it also means you lose a lot of flexibility in what you can do with it, so all the games tend to look like everyone elses. And making terrains in max is really easy, particularly with spline patch modeling and lofting tools .
#10
05/23/2005 (8:59 pm)
HeHeHe... Brian Greenstone of Pangea Software made a very nice Maya HeightMap exporter, but he would most likely kill me if I gave it to you... Besides, it's currently Mac-only... :D
Torque Owner Dirk "dirkk" Krause