Do we HAVE to use Quark as the middleman?
by Matt "Mothergoat" · in General Discussion · 02/04/2005 (12:11 pm) · 23 replies
Particularly relating to dif and dts files- do we HAVE to use Quark? It's not a friendly or organized program. Why can't we use our 3DSMax and go straight to dif or dts? It seems like an archaic middleman to go through Quark.
Thanks in advance...
Matt
Thanks in advance...
Matt
#22
02/07/2005 (11:58 am)
Anyway before I get B.slapped about the forums. I've been in discussion with someone this weekend, and there's a good chance we will try and get an intermediate solution that allows some extra flexibility with current formats. Too early to say any more at this point though.
#23
Fortunately fixes are on the way for some of these problems - starting with an update to Map2Dif that will make the nightmare of getting Quark to export without errors much less nightmarish. This will be only an interim solution as we continue to work on bigger and better improvements.
@Adrian: I know that you think that we here at GG have turned a deaf ear to artists pleas - but that is not so. There have simply not been enough employees in the past to nail down all these issues, and with most of them programmers, art pipeline issues were often pushed to the bottom of the stack. Not so anymore. Now that most of the internals of the engine have reached the stage that we would like them to be at, it has become clear that the art pipeline must be fixed. It is a huge barrier to entry for many aspiring developers. The show tool pro is only a tiny start to a line of tools and improvements that we hope will eventually make Torque a pleasure for any game artist to work with. This will take time - but look back a year from now and I think you will be pleasantly surprised with how things hove improved.
02/07/2005 (2:27 pm)
I agree completely that we need a better front end on the art tools - and additional features to make things less fps-centric. Some additions like Matt's diect 3ds support can alleviate these sorts of issues for non-fps games, but QuArK is still not a great tool even for those who do need to use DTS - no static mesh support, an totally incoherent interface, and all the horrible floating point accuracy issues.Fortunately fixes are on the way for some of these problems - starting with an update to Map2Dif that will make the nightmare of getting Quark to export without errors much less nightmarish. This will be only an interim solution as we continue to work on bigger and better improvements.
@Adrian: I know that you think that we here at GG have turned a deaf ear to artists pleas - but that is not so. There have simply not been enough employees in the past to nail down all these issues, and with most of them programmers, art pipeline issues were often pushed to the bottom of the stack. Not so anymore. Now that most of the internals of the engine have reached the stage that we would like them to be at, it has become clear that the art pipeline must be fixed. It is a huge barrier to entry for many aspiring developers. The show tool pro is only a tiny start to a line of tools and improvements that we hope will eventually make Torque a pleasure for any game artist to work with. This will take time - but look back a year from now and I think you will be pleasantly surprised with how things hove improved.
Torque Owner Adrian Tysoe
Collision Type - All objects with the same number are in the same collision group (EntityType command)
Recursive - Apply collision type to children.
Collision Sphere - Defines a collision sphere/ellipsoid
NOTE: Collision ellipsoids are centered on the object's pivot.
Radius - (x,z) sets the size of the ellipsoid.
Show - Shows a ghosted preview of the ellipsoid.
Auto-Fit - Tries to fit the ellipsoid to the object (works best on objects whose pivots are central)
Collision Box - Defines a collision box (see Blitz3d: EntityBox command)
NOTE: Collision boxes are defined in the object's local space and cannot be rotated independently of the object.
Position - (x,y,z) sets the origin of the box
Size - (x,y,z) sets the size of box
Show - Shows a ghosted preview of the box.
Auto-Fit - Fits the box to the object.
Pick Mode: Sets the objects Pick Mode (see Blitz3d: EntityPickMode command)
Obscurer: Obscures objects with the Occluded by Obscurer property (see Blitz3d: EntityVisible command)