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Using dts objects as detail brushes in dif maps...

by Gokalp · in Technical Issues · 04/09/2005 (11:20 am) · 1 replies

I'm planning to implement static mesh importing feature to dif format. By this, it will be possible to use random polygon mesh models instead of detail brushes. (Like Quake3 model entities) They will act like a detail brush (their collision only.) but when it came to rendering, interior class will use the dts mesh. I've already spent some time and looked into source code of map2dif and interior and TSShape classes in torque SDK. But it seems there is a lot to write to implement this.

Can anyone help me clear the things up? I did a small list... Can anyone fix my list, and give me hints about how to implement these...Or anyone has an another idea?

- map2dif tool should aware of a "static_mesh" entity in the .map file and read the dts acoording to it.
- map2diff should also create lightmaps for that mesh.To do this, mesh faces should be added to surface list before the lighting step.
- Interior class should render the dts using the lightmaps from dif. To do this a new TSShape class should be implemented. Probably will inherit TSShape.
- or should I use SubInteriorObject class for the meshes???


Thank you,
Galip

#1
04/09/2005 (11:31 am)
Well, I usually create my base interior geometry and then map23DS it to bring into Lightwave. Then I start creating decorative meshes (which are very different than a detail brush as I understand detail brushes), export them to DTS and reconstruct everything in the world editor. It would be nice to have a solution that would export .map and .dts's to a world editor readable format, but I don't want to write it. So that's the way I do it.

But then I also have map23DS and Quark on my laptop, so I perform that step there and copy things over to my Mac to modeling in Lightwave. Then I test it in my lighting pack enabled sourcebase. Since I use the Synapse lighting pack, I've alleviated a lot of the strangeness that would sometimes happen when generating lightmaps inside of DIF's that had a lot of DTS decoration.

It's been a while since I've done any of this, though. I've been working in Poser, Lightwave, and ZBrush on my Torque 2D game lately.

But I think that you're confusing detail brushes and detailed meshes. But I could be wrong. This area isn't my strong point. Perhaps someone like Matthew Fairfax (who is rewriting map2dif and working on artist workflow integration issues with Torque) could give more information.