Importing Images
by TJ Miller · in Torque Game Engine · 04/18/2007 (5:24 pm) · 14 replies
OK, so I downloaded Google SketchUp 6. I need to know how to import .skp files (3D images) from that program into torque. For instance, I need a building, so I drew one up in that program. How do I add it to the game I'm making?
If Google SketchUp 6 is not the best program let me know. Keep in mind that I have no money to spend on programs so a better FREE 3D drawing program would be appreciated.
Thanks.
If Google SketchUp 6 is not the best program let me know. Keep in mind that I have no money to spend on programs so a better FREE 3D drawing program would be appreciated.
Thanks.
About the author
#2
For animated models and objects, use blender... its free.
04/18/2007 (6:23 pm)
For buildings, use constructor -- it's free for engine owners.For animated models and objects, use blender... its free.
#3
04/19/2007 (7:40 am)
Is Blender easy to use? I tried it out and it looks kind of complicated. Do you know if you can view the drawings in a perspective 3D view instead of an isometric view?
#4
04/19/2007 (7:43 am)
And can I have a link to Constructor? I can't find it and I googled it, too!
#5
04/19/2007 (7:47 am)
It's in the Developer Store.
#6
EDIT:
Constructor
04/19/2007 (7:53 am)
You can set up how you want your views in Blender. And yes, it is complicated. But you said free and that works with Torque.EDIT:
Constructor
#7
04/19/2007 (8:09 am)
Thanks guys that really helped!
#8
04/19/2007 (8:45 am)
Actually, I have 1 more question regarding constructor. I have an image I want to export. I exported it to the desktop. How do I import it into Torque Game Engine?
#9
Models are a general term that cover 3-dimensional representations. In Torque, there are two model distinctions: DIF (for interiors, which are created in Constructor/3D World Studio/Quark/etc) and DTS (3D shapes for detail that are created in 3D Studio Max, Maya, Lightwave, XSI, Blender, etc). DTS shapes have a wider variation of geometry but lower collision accuracy.
Once you create and export your DIF, copy it into the Example\\data\interiors folder. Make sure all of the textures are in the previous folder. Then start up TGE, go into the world builder and load the shape into Torque. Relight.
04/19/2007 (8:55 am)
There's a bit of terminology that you need when asking questions. Images are usually 2D images and are often referred to as pictures, images, textures, UV maps, etc. they are the JPG's and PNG's.Models are a general term that cover 3-dimensional representations. In Torque, there are two model distinctions: DIF (for interiors, which are created in Constructor/3D World Studio/Quark/etc) and DTS (3D shapes for detail that are created in 3D Studio Max, Maya, Lightwave, XSI, Blender, etc). DTS shapes have a wider variation of geometry but lower collision accuracy.
Once you create and export your DIF, copy it into the Example\
#10
04/19/2007 (9:35 am)
I exported the .dif into that folder, but when I try to load it into my game, it doesn't appear under the tree menu. I have a model named cathedral.dif, and a model with a different extension, .map. Both are in the folder, and neither are showing up. What's going on?
#11
04/19/2007 (9:45 am)
Did you start the engine before placing it in the folder? Try exiting and getting back in to see if it shows up.
#12
04/19/2007 (9:55 am)
Ok now it's showing up in the tree menu, but when I click, it doesn't seem to appear on screen. The alert message for relighting the scene shows up, but I don't see the model.
#13
04/19/2007 (11:08 am)
Is the model too small or something? I tried to make it bigger but it didn't show up on the map.
#14
04/19/2007 (3:46 pm)
I don't know if this will help of not but I has a problem similar to this. My model was below terrain surface level and didn't show until it was completely above the terrain. Hope this helps
Associate David Montgomery-Blake
David MontgomeryBlake