Game Development Community

Some newbie questions regarding 3D models

by Michael Layfield · in Artist Corner · 05/01/2005 (7:09 am) · 7 replies

I'm really sorry for asking these questions but I really don't have time to research.

1) My one of my modellers uses Blender and another uses Maya, and of course we use the proper programs to export the maya and blender files to torque. I'd like to ask if using two or more different 3D file formats would cause some kind problem in the future?

2) We're making a robot game where players can interchange robot parts. My robot modeller (who uses Blender) wanted to ask how to approach this in torque cuz he's not sure if rigging in torque is different from blender's.

3) Our game is basically a 2D fighter. It may have 3D graphics but the play-style is like your usual 2D fighter like Street Fighter or more closely, like Tekken 1. So that means no rotating cameras, just fixed on the x and y axis. Do we still need Quark to create our stages? Because my concern is that my 3D modellers may not know or learn how to use Quark and we're kinda pressed for time.

Any links to resources are also appreciated. Thank you in advance

#1
05/01/2005 (2:38 pm)
1) Both programs export .dts. There is no difference (as far as I know) between a dts exporter from one program or another.

2) This is kind of a complicated process... or at least more complicated than I think you may realize. Check out this resource.

3) Yes, you still need Quark or Hammer or Cartography Shop to make your levels.
#2
05/01/2005 (4:57 pm)
Regarding #3, what will happen if we use 3DS or any other 3D program to create our stages? Also, can't we create the stages in another 3D program then export them to Quark?
#3
05/01/2005 (7:59 pm)
Note the documentation which explains when to use .dif and when .dts:

www.garagegames.com/docs/torque/general/ch08.html#max2dts.whatis

Cartography Shop is easier than QuArK, although the .dif exporter is still beta.

I don't know of any way to export from Maya/Blender/Max/whatever to .dif. The point of .dif is that models are built from convex blocks with coplanar faces (brushes). These can be represented as a set of planes, which allows the engine to use very fast algorithms for collision and visibility.
#4
05/01/2005 (11:03 pm)
If you make your stages in Max/Maya/Blender, which is much easier than making them in QuArK or Hammer, then I'm pretty sure that you will have to convert an exported .map file to the appropriate .dif file that Toque uses. The process is slightly annoying but the converter can be found here:

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4448

This is a GUI interface for the original command line program that makes things a whole lot simpler.

If you are using Max then you may want to check out the Game Level Builder which is a maxScript that which greatly eases the creation of .maps:

http://www.maple3d.com/MainFrameGLB3Page.htm
#5
05/04/2005 (4:35 am)
Thanks for the resources. After realizing the difference between .dts and .dif, I'd like to raise this issue:

Like I said, I'm planning on making a 2D-style fighting game with 3D graphics. Now, like I also mentioned, my bckgrounds would also be made in 3D BUT will only stay as backgrounds meaning the players and their characters will never make contact with the backgrounds. So, is it ok to use .dts stages? Or is there another issue to this besides collision performance?
#6
05/04/2005 (7:20 am)
What you could do is just have the strip that your characters are walking on be a dif. Everything else could be dts.

In fact, you could have the dif they walk be sunk slightly underneath a dts floor.

I don't know why I didnt think of this sooner. :)
#7
05/06/2005 (6:09 am)
Hey that's a great idea, I'll go try it. Thanks!