MIS Import
by Scott Doerrfeld · in Constructor · 04/11/2007 (3:03 pm) · 6 replies
Wouldn't it be nice to be able to import your mission files into Constructor? It would basically import all position data for your maps and dts objects. This is especially helpful for us who already have complete levels as Torque missions, but would now like to light the scene in Constructor and compile everything into a single .dif.
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#2
04/14/2007 (6:12 pm)
Great idea. I wasn't even thinking of that but it would be valuable. I just wanted to get the lights from constructor to come over into the engine as whatever they were in contructor. For example, I place a torque spotlight in constructor, bake a map and export as DIF. When I import to TGE, the spot should come in as a dynamic light node that affects the player and any other objects in the scene such as the terrain. Basically. its just as if you created it in TGE. That way I would not have to spend the time recreating my lighting scheme in TGE. That would be very efficient. (wink wink)
#3
04/21/2007 (2:28 pm)
Wouldn't it be easier to build constructor into TGE or TGEA, and you can just build buildings where ever you want. That is the way 3dgamestudio is setup, and one of the things i really liked about it, but without having the source code so that I can build absolutely any game i wanted it wasn't worth it. It really feels like the Torque game engine setups are complete with constructor now.
#4
04/26/2007 (9:16 am)
Actually looked into this a little...but the ability to import static mesh data is not available from scripts. :(
#5
But since what you're seeing in Constructor is not the actual DIF, it might not work out that well. I would settle for moving Constructor-style mouse controls, view panes, and object inspectors to the TGE mission editor.
04/26/2007 (9:58 am)
As was discussed in the "Odd Licensing Thing" thread, Constructor is based on TGE, so it should be able to load mission files. It would be awesome to be able to build the geometry, add mission items, triggers, paths, etc. And I'm already very accustomed to Constructor's panes and controls -- the mission editor feels like a huge step backwards.But since what you're seeing in Constructor is not the actual DIF, it might not work out that well. I would settle for moving Constructor-style mouse controls, view panes, and object inspectors to the TGE mission editor.
#6
Ah, but it would be even sweater if we could export our stuff out as a mission file and then go in and finish up all the tweaking and effects and trees and so on, just get terrain/Buildings and .dts's in and out would be totally hot, and yes the Big C inside TGE would be hot I agree as well as stand alone like it is now.
DT
04/26/2007 (5:33 pm)
Good thoughts guys,Ah, but it would be even sweater if we could export our stuff out as a mission file and then go in and finish up all the tweaking and effects and trees and so on, just get terrain/Buildings and .dts's in and out would be totally hot, and yes the Big C inside TGE would be hot I agree as well as stand alone like it is now.
DT
Torque Owner Barry Gallagher