Game Development Community

I am new to Constructor

by ChenJian · in Constructor · 04/15/2007 (11:45 pm) · 4 replies

I am so fresh to Constructor that I even do not know how to start with it. Does anyone know if there are some reference documents for the beginners. For example, some files will teach the beginners to build an arch step-by-step in using Constructor.

#1
04/16/2007 (1:49 pm)
Click "help" --> "Documentation" --> "Constructor Wiki"


Make sure you are logged in as well :)
#2
04/17/2007 (7:27 pm)
ChenJian, there's no step-by-step tutorials on the wik. (Yet.) If you don't know the basics of CSG map-making, as I don't, you'll have to stick close to the forums.

"3D Game Programming All-in-One, 2nd Edition" has a chapter that steps you through building a house with a door and a window.
#3
04/19/2007 (9:09 pm)
I too, am very new to constructor and have only dabbled with the other interior/level editors in the past.
What I'd like to know is how to make interiors that act as details in terrain. For example, I want to make small caves, hillocks, overhanging cliffs, and other terrain anomalies that, as far as I know, can not be done with the current terrain capabilities and might just be possible with Constructor. I have been able to do this with models of rocks (as static models) but don't get the collision and other advantages of an interior. Does anyone have links or an approach to this kind of thing?

Thanks!

-Mike
#4
04/20/2007 (1:30 am)
I am using the Constructor for a week now. These are my basic pipeline to help the first timers.

1. What I do is I still do the modeling and textures from max (use Maya if that's your preference).

2. Export it as DTS.

3. Check it at the Showtool if it's ok.

4. Open Torque Constructor. And Import all the DTS models that you need inside T Constructor. Re-arrange it. If you move the model and it snaps. Just uncheck the snap to grid buttons in the Prefs button of the properties panel.

5. Save it as DIF.

6. Then put the DIF together with the textures in the subfolder of the Torque engine where it is accessable by default.

7. Open the engine, open the Torque Mission Editor and browse it in it's subfolder. Wait for around 12 to 15 minutes depending on how high the polys are.

8. Then the model will appear in the screen and will ask you if you would like to relight it. Click yes if you want a proper shadow shading of it.

9. If it you cant see anything, it's probably because you are using TGE 1.5 or lower and not 1.51.

I hope this helps! :)