Game Development Community

Freeworld 3D 2.0 Compatibility

by Matthew Grint · in Torque Game Engine · 12/28/2006 (1:14 pm) · 4 replies

Hi there,
I was wondering if anyone knows about the compatibility of Torque Game Engine with Freeworld3D 2.0. I understand it can export heightmaps into a format possibly readable by Torque but I do not really understand the terrain formats. What are the partical restrictions of using Freeworld3D 2.0 with Torque Game Engine and are there any known caveats? Any help, especially from those who have used Freeworld3D would be very much appreciated.
I believe Freeworld3D is located at www.freeworld3d.org if you need to look at it.

Thanks very much for any help and seasons greetings to you all,
Matt Grint

#1
12/28/2006 (1:20 pm)
I love that program. But it doesn't have any Direct pipeline to TGE, TSE..i think it would be more helpful in. I'm sure there is some data you could pull out.
#2
12/28/2006 (1:22 pm)
It supports the following (taken from their site), so it should be good to go for importing both into TGE: "Export 24bit BMP, 8bit RAW, 16bit RAW, 32bit".

The parts that won't be supported when you export is anything besides the terrain. I don't know how it's exporting the terrain textures (the blended final that is mapped to the terrain), but unless it exports in a 2D format completely seperate from the terrain, it may not be of help. The placement of objects in the editor is probably also not going to help once the terrain is in TGE because of differences in measurements and the inability of the editor to spit out .mis files. But any or all of that could change- I haven't heard of the editor til this post...
#3
12/28/2006 (1:30 pm)
Thanks for your help, do you know of an alternative package that may be better suited to our needs?

Thanks again for your help,
Matt Grint
#4
12/28/2006 (1:35 pm)
Well, you can export the compiles texture (READ: Flattened layers) as a single image file, as well as the terrain as a mesh for reduction in another APP.

The program is really sweet, and can do allot of this. But no program is a one stop shop.

You can also export everything as an XML file... Also, he provides the C++ to read the exported file types...

Its a very Versatile program, that solid, and easy to use.

BTW, its basically what torque already does out the box, only torque does it for torque, in game, real time... Freeworld just does a bunch of things better, but its more generic in that its tuned for game engines, not just one game engine.

A hammer is needed (READ: Programmer) to be able to use it in your pipeline for anything other than the already supported file types.