Idea: exporting DTS and DIFs together
by Nigel Hungerford-Symes · in Game Design and Creative Issues · 10/18/2006 (5:26 am) · 2 replies
Just and idea that popped into my head......
GTKRadiant is GPL'd
Take the source, add a plugin or native code to allow DTS files to be imported into map. (leverage the existing md3 code)...(maybe TGE lib could assist here)
that way you could add highly detailed pipes etc to your "cool" map. The size and placement would be spot on.
Then export the map (to DIF) and an xml file that tracks the location, rotation and size of dts objects used.
Then alter the TGE/TSE source to add the DIF and automatically look for the xml file to then automatically add in each DIF.
GTKRadiant is GPL'd
Take the source, add a plugin or native code to allow DTS files to be imported into map. (leverage the existing md3 code)...(maybe TGE lib could assist here)
that way you could add highly detailed pipes etc to your "cool" map. The size and placement would be spot on.
Then export the map (to DIF) and an xml file that tracks the location, rotation and size of dts objects used.
Then alter the TGE/TSE source to add the DIF and automatically look for the xml file to then automatically add in each DIF.
#2
10/18/2006 (7:27 am)
TGE lib could not assist since it cannot be statically or dynamically linked under the GPL. Which does not mean that you could not write a DTS importer and .MIS exporter for Radiant if you did not use the Torque source.
Torque Owner Magnus Blikstad
Constructor will do this once it's released though by the way...