Features that would be nice to see in Torque Constructor
by Jesse McKinney · in Artist Corner · 06/16/2005 (2:32 pm) · 41 replies
Title says it all here is the list:
From this point out in this doc Torque constructor will be abbreviated with "TC"
Ability to import your .ter file and all terrain scaling info into TC
Why: So you can build directly on the terrain which means you wont have to rescale, or reposition objects once you load them into TSE.
Re-mappable GUI menus and shortcut keys
Why: so we can re-configure the GUI to look like any map editor we want and re-map the Shortcut keys to mimic the shortcuts of other Map editors. I have been mapping with Radiant for various games for the last 4 years (Quake X, Doom X, Star Wars Jedi Outcast and Star Wars Jedi Academy) and have become quite attached to the interface. (worldcraft is slowly growing on me but Radiant still is my favorite level editor when I am allowed to use it). I am sure some of the people that have been using Quark or WC for a while might want the interface layout and hotkeys to be the same in TC as it can be found in WC or Quark.
The ability to save the Custom GUI's and shortcuts
Why: so only one person has to remap the GUI and shortcuts everyone else that uses TC can just download the interface file.
The ability to Load any .map and export to any .map file format.
Why: there are slight differences between the .map file formats of Quark, Worldcraft and other .map editors it would be nice to be able to share our .maps with other people that are to scared to try TC and or are building outside of TC and want to import to use the shader lab.
List of .map Editors
Qark
Worldcraft
Maya exporter
Max exporter
GTKRadiant
Cartography Shop
The ability to View dif collision boxes
Why: to help detect collision anomalies
If its not already in the plan, build the shader lab into TC
Why: saves compile times and can give us a rough glance at what things would look like compiled
Rewrite of the DIF exporter
The cartography shop exporter creates smaller dif's and seems to create better looking lightmaps it would be nice to have this in TC.
\/\/ Really wishful thinking and I hope my wish comes true\/\/
Ability to access TC from within TSE
Build TC into TSE so you can access and build thing on the fly in game, most other current engines have this feature and it makes logical since to map things from beginning to end without having to jump through a bunch of hops just to build and import a building. This would also allow full use of shader effects (after all your building interiors while in the actual mission) without needing to transplanting a bunch of code from TSE to TC, the need to scale objects to fit the map would be a thing of the past (your building on the **Actual** terrain and can see exactly what the water height is going to be as well as where other ground and air objects will be), there would be no need to import difs unless you were not using TC, half my above list will be instantly complete :), and it would have countless other advantages over TC being a stand alone program.
Everyone feel free to add to this list and or comment....
Thanks GG staff for taking the time to read this thread :)
From this point out in this doc Torque constructor will be abbreviated with "TC"
Ability to import your .ter file and all terrain scaling info into TC
Why: So you can build directly on the terrain which means you wont have to rescale, or reposition objects once you load them into TSE.
Re-mappable GUI menus and shortcut keys
Why: so we can re-configure the GUI to look like any map editor we want and re-map the Shortcut keys to mimic the shortcuts of other Map editors. I have been mapping with Radiant for various games for the last 4 years (Quake X, Doom X, Star Wars Jedi Outcast and Star Wars Jedi Academy) and have become quite attached to the interface. (worldcraft is slowly growing on me but Radiant still is my favorite level editor when I am allowed to use it). I am sure some of the people that have been using Quark or WC for a while might want the interface layout and hotkeys to be the same in TC as it can be found in WC or Quark.
The ability to save the Custom GUI's and shortcuts
Why: so only one person has to remap the GUI and shortcuts everyone else that uses TC can just download the interface file.
The ability to Load any .map and export to any .map file format.
Why: there are slight differences between the .map file formats of Quark, Worldcraft and other .map editors it would be nice to be able to share our .maps with other people that are to scared to try TC and or are building outside of TC and want to import to use the shader lab.
List of .map Editors
Qark
Worldcraft
Maya exporter
Cartography Shop
The ability to View dif collision boxes
Why: to help detect collision anomalies
If its not already in the plan, build the shader lab into TC
Why: saves compile times and can give us a rough glance at what things would look like compiled
Rewrite of the DIF exporter
The cartography shop exporter creates smaller dif's and seems to create better looking lightmaps it would be nice to have this in TC.
\/\/ Really wishful thinking and I hope my wish comes true\/\/
Ability to access TC from within TSE
Build TC into TSE so you can access and build thing on the fly in game, most other current engines have this feature and it makes logical since to map things from beginning to end without having to jump through a bunch of hops just to build and import a building. This would also allow full use of shader effects (after all your building interiors while in the actual mission) without needing to transplanting a bunch of code from TSE to TC, the need to scale objects to fit the map would be a thing of the past (your building on the **Actual** terrain and can see exactly what the water height is going to be as well as where other ground and air objects will be), there would be no need to import difs unless you were not using TC, half my above list will be instantly complete :), and it would have countless other advantages over TC being a stand alone program.
Everyone feel free to add to this list and or comment....
Thanks GG staff for taking the time to read this thread :)
#22
06/17/2005 (10:33 am)
I'd just like to see the basic tools in place and working well enough that someone without much knowledge can dive in and get started. Being able to group brushes and show/hide them (like layers in photoshop).
#23
Essentially, brushes can be defined in TorqueScript. By exporting a set of brushes as a script and then cleverly replacing a few scale values with variables, you can quickly create a new tool or template. More advanced scripters should be able to come up with even fancier tools.
06/17/2005 (11:06 am)
Quote:If a lack of v1.0 functionality can be scripted in then a lot of questions I would come up with are answered.
Essentially, brushes can be defined in TorqueScript. By exporting a set of brushes as a script and then cleverly replacing a few scale values with variables, you can quickly create a new tool or template. More advanced scripters should be able to come up with even fancier tools.
#24
Don't hold your breath on face scaling for 1.0.
06/17/2005 (2:48 pm)
Ah...hollow! Duh...I knew that. I would like to see that in 1.0 but we will see (time dependent).Don't hold your breath on face scaling for 1.0.
#25
Seriosuly though, #1 desired feature? RELEASE!
Now stop chatting it up on the forums and get back to work! =P
06/17/2005 (2:55 pm)
#1 desired Constructor feature: All 5 of them have to be able to join together into one gigantic robobt! ~ Oh, sorry, my mind wanders from time to time.Seriosuly though, #1 desired feature? RELEASE!
Now stop chatting it up on the forums and get back to work! =P
#26
06/17/2005 (3:11 pm)
...
#27
1) CShop has an annoying feature where you use a nulltexture. In UEd the engine deleted all the faces for you automatically , whereas you have to do it all yourself in CShop. What happens in TC?
2) When will TC be released? (duck)
06/21/2005 (3:23 pm)
Two questions...one hated...the other not-so hated.1) CShop has an annoying feature where you use a nulltexture. In UEd the engine deleted all the faces for you automatically , whereas you have to do it all yourself in CShop. What happens in TC?
2) When will TC be released? (duck)
#28
06/21/2005 (3:50 pm)
@Alfred - What specifically is the "annoying feature" in CShop? As far as i'm aware you do not need to use the null texture in CShop to create an optimal map.
#29
06/22/2005 (6:05 am)
Oh. One my my mappers was raising holy hell about having to do that. Ive sent him over to research that, but thought Id get some response over here too.
#30
06/22/2005 (6:09 am)
@Alfred - Just have him contact me. I'll solve his issue if i can.
#31
06/22/2005 (6:25 am)
Thanks. I know CShop is first rate, thats why I wasnt understanding the fuss he was raising. Im a modeler at heart :)
#32
Will the source be available after the 1.0 release? I would love to attempt to add in terrain importing.
Do you have a ballpark price range for TC ?
Will it be licensed on a per site base sis? or licensed individually where everyone that is using it must buy it individually?
Will we be able to distribute it with our games so people can make custom levels with it or will they have to buy it as well?
Can you make the entire grid size (build area) as big or small as you want it? Quarks seems rather small unless I am just not seeing a pref to increase the overall dimensions.
06/25/2005 (6:41 am)
A few more questions...Will the source be available after the 1.0 release? I would love to attempt to add in terrain importing.
Do you have a ballpark price range for TC ?
Will it be licensed on a per site base sis? or licensed individually where everyone that is using it must buy it individually?
Will we be able to distribute it with our games so people can make custom levels with it or will they have to buy it as well?
Can you make the entire grid size (build area) as big or small as you want it? Quarks seems rather small unless I am just not seeing a pref to increase the overall dimensions.
#33
06/25/2005 (9:23 am)
Quote:Will the source be available after the 1.0 release? I would love to attempt to add in terrain importing.While the source inclusion is doubtful (but you never know), you may be able to load terrain objects using TS extensions. Loading something on the level of ATLAS, though....
Quote:Do you have a ballpark price range for TC ?I would think between $29-$69, but that's just me. I have no idea, but I've seen numbers around there thrown around in various threads (usually in terms of what people are willing to pay, *not* what GG is going to sell it for).
Quote:Will it be licensed on a per site base sis? or licensed individually where everyone that is using it must buy it individually?Good question. I'm assuming it will be licensed similarly to the ShowTool Pro.
Quote:Will we be able to distribute it with our games so people can make custom levels with it or will they have to buy it as well?I doubt it. If you have a license to redistribute it, there's little reason to charge for it. Especially when Quark is the free, albeit non-intuitive, alternative. If you have a license similar to most games, they could even use Radiant if it were a free game (though the $5000 license is a sticky situation if you decide to "publish" their "free" game commercially ala CounterStrike). Quark is still the best free option out there to make everyone happy.
#34
06/25/2005 (9:57 am)
I haven't looked at CShop or even quark in a while so maybe this is already out there, but is it possible to get away from .wad files once and for all? I've been using worldcraft and the biggest pain is having to rebuild wad files every time i want to add a single texture. The only wad editing program I know of is wally and it is really really really slow at handling high res textures.
#35
06/25/2005 (10:06 am)
@Eric - Cartshop doesn't use wad files. It just reads textures from a folder. I'm sure Constructor will be the same.
#36
No. The source will not be available at the 1.0 release.
No. That is as of yet undecided and will remain so until probably right before we ship.
In the long run we definitely would like to offer individual, commercial, and site licenses at different price points. The only one I can gaurantee at launch is individual though I wouldn't be surprised to see the commercial then.
It will be non-transferrable. However, you *could* easily ship layouts, configs, plugins, and prefabs with your game that will allow the modders to easily customize Constructor for your particular game.
Not my area of the code but lets just say that it is already on my personal near-term wishlist =)
Eric,
Cartography Shop, Quark, nor Construtor use wad files.
06/25/2005 (3:16 pm)
Quote:
Will the source be available after the 1.0 release? I would love to attempt to add in terrain importing.
No. The source will not be available at the 1.0 release.
Quote:
Do you have a ballpark price range for TC ?
No. That is as of yet undecided and will remain so until probably right before we ship.
Quote:
Will it be licensed on a per site base sis? or licensed individually where everyone that is using it must buy it individually?
In the long run we definitely would like to offer individual, commercial, and site licenses at different price points. The only one I can gaurantee at launch is individual though I wouldn't be surprised to see the commercial then.
Quote:
Will we be able to distribute it with our games so people can make custom levels with it or will they have to buy it as well?
It will be non-transferrable. However, you *could* easily ship layouts, configs, plugins, and prefabs with your game that will allow the modders to easily customize Constructor for your particular game.
Quote:
Can you make the entire grid size (build area) as big or small as you want it? Quarks seems rather small unless I am just not seeing a pref to increase the overall dimensions.
Not my area of the code but lets just say that it is already on my personal near-term wishlist =)
Eric,
Cartography Shop, Quark, nor Construtor use wad files.
#38
Are there plans on including a lighting preview (entity) in any of the future releases? I know one of the most time consuming things for me is trying to get the lighting just right. Something like that would be awesome. Even some type of graphical representation showing the radius/direction of a light entity would be great.
02/23/2006 (7:06 pm)
Sorry for bumping an old thread here :)Are there plans on including a lighting preview (entity) in any of the future releases? I know one of the most time consuming things for me is trying to get the lighting just right. Something like that would be awesome. Even some type of graphical representation showing the radius/direction of a light entity would be great.
#39
02/24/2006 (3:47 pm)
Constructor already has the ability to view the final lightmaps (you have to run a lighting pass on it) and to view dynamic lightmaps (as you move the light entities around) as well as showing the radius/directions of the light entities. =)
#40
It's been about a year now since the first pictures were showing, and I'm running out of drool.
02/24/2006 (4:23 pm)
I think the most important feature I would like to see, is this baby shipping.It's been about a year now since the first pictures were showing, and I'm running out of drool.
Torque Owner Brian Hunter
That's a shame. THIS was what I wanted to hear about.
If a lack of v1.0 functionality can be scripted in then a lot of questions I would come up with are answered.
Feel free to get back to us on this plug-in system and it's potential.
* Clicks the notify me box to stay up with this thread *