3D World Studio public test (formerly know as Cartography Shop)
by Leadwerks · in Artist Corner · 08/29/2005 (9:26 am) · 29 replies
Cartgraphy Shop 5 will be known as 3D World Studio.
There is a public beta test available at www.leadwerks.com.
The Early Adopter version will be available any day now, and the final version will be ready in about 4 weeks. The program will initially export .map and .x, but many more formats are being added, including direct export to Torque Game Engine .dif maps.


There is a public beta test available at www.leadwerks.com.
The Early Adopter version will be available any day now, and the final version will be ready in about 4 weeks. The program will initially export .map and .x, but many more formats are being added, including direct export to Torque Game Engine .dif maps.


#2
08/29/2005 (9:34 am)
Cool, playing around with it now...
#3
08/29/2005 (9:34 am)
No need for Tom Spilman's Torque Pipeline? direct export to torque native file formats?
#4
but no, this new versino is a lot like hammer in interface and menues (so...i like it :P)
08/29/2005 (10:23 am)
I didnt notice it was cartography shop.....i thought u had made a mistake and put hammer images....but no, this new versino is a lot like hammer in interface and menues (so...i like it :P)
#5
08/29/2005 (10:41 am)
So what's the price of the EA version?
#6
That said, looking forward to trying this out.
08/29/2005 (10:51 am)
Eeew, VisGroups. :( Too bad you guys copied that from hammer, that's its worst feature IMHO.That said, looking forward to trying this out.
#7
08/29/2005 (11:06 am)
Ooooh. Cool!
#8
08/29/2005 (11:06 am)
Visgroups are not bad....they are not too usefull...specially if u have an option to put a number of brushes all together as if they were 1... (which, btw i dont know if 3d world studio has it)
#9
I will be writing a direct Torque exporter, as well as .dts mesh importer.
08/29/2005 (1:30 pm)
You don't have to ever use visgroups, but I find them to be very helpful. Objects are automatically grouped into their object type, but you can reorder them however you wish. If you are having trouble seeing part of your map in an orthogonal view, just hide visgroups you aren't working with, so that the view is less cluttered. For example, I can hide all the meshes in the scene just by unchecking the "meshes" visgroup.I will be writing a direct Torque exporter, as well as .dts mesh importer.
#10
08/29/2005 (1:38 pm)
So will Cartography Shop be able to finally import objects like .3ds? That would be a major help! ;)
#11
08/29/2005 (1:39 pm)
Currently, the program loads .x and .gls. There is a complete list of file formats I plan to support on the site.
#12
Thanks!
09/05/2005 (9:02 pm)
I've been dinking around with the demo (v5.23) and it's cool. I like it, there is one thing so far that's driving me nuts. The Viewport font looks hollow and well, I had to check my glasses when I started to make sure it just wasn't me. Is it possible to make it solid, maybe as an option, or maybe to turn it off? Otherwise it'll just bug me to no end. :)Thanks!
#13
09/06/2005 (10:31 am)
Can you please post a screenshot? The font used is just MS Sans Serif, and shouldn't look "hollow" at all.
#14
09/06/2005 (11:05 am)
So how much will it cost? and how long before a .dif export will ship? they are the two main questions from my point of view.
#15
I'm hoping to have everything ready to go tomorrow morning.
09/08/2005 (5:37 pm)
Soon, very soon.I'm hoping to have everything ready to go tomorrow morning.
#16
For example, if I model a building, but need some complez peice on non-col geometry that alligns perfectly with the building, I can model it right along side of the building, and then export it seperately... Ah, wichful thinking :P
09/08/2005 (5:49 pm)
.dif is cool, .dts static would be better :)For example, if I model a building, but need some complez peice on non-col geometry that alligns perfectly with the building, I can model it right along side of the building, and then export it seperately... Ah, wichful thinking :P
#17
09/08/2005 (8:15 pm)
YAY, Ive played with the demo and I love it(for me its much easier to use than quark.
#18
Something like 60% of my users are Torque people...I'm going to put a lot of effort into good integration with your engine.
09/09/2005 (12:18 am)
Chris, that's the plan.Something like 60% of my users are Torque people...I'm going to put a lot of effort into good integration with your engine.
#19
I'll have both, but, my money is on Cshop ATM.
09/09/2005 (11:06 am)
If you had that up and going, OMG, this tool would rock so much... I suspect that would seriously put the hurting on the Torque Constructor when it comes out.I'll have both, but, my money is on Cshop ATM.
#20
You can use special variables in the parameters box:
mapfile$ - full map path and file
mapname$ - file name, no path, no extension
mappath$ - file path, no file name
Download
Let me know if anything is missing.
I don't really know how map2dif works, so please let me know what the commandline should be.
09/09/2005 (1:25 pm)
This map export plugin allows you to set up to three compiling programs to run the map through. This is useful both for running the map through map2dif, as well as for Half-Life or other bsp compilers.You can use special variables in the parameters box:
mapfile$ - full map path and file
mapname$ - file name, no path, no extension
mappath$ - file path, no file name
Download
Let me know if anything is missing.
I don't really know how map2dif works, so please let me know what the commandline should be.
Torque Owner Anukul Veeraraghavan