Issues with converting non-Torque Art Assets
by Tom Dowd · in Torque Game Engine · 05/07/2007 (2:30 pm) · 4 replies
Has anyone had particular success, or be willing to share any advice, on converting 3D assets - from whichever formats - for use in Torque? We've had virtually no pipeline issues with Content packs sold here at GG, but *significant* pipeline issues into TGE with assets not originally built for Torque using the exporters here at GG.
Any suggestions on best practices for important existing Max/Maya assets (such from those from TurboSquid and other vendors) into Torque?
Thanks in advance.
Tom Dowd
Columbia College Chicago
Interactive Arts and Media (Game Major)
Any suggestions on best practices for important existing Max/Maya assets (such from those from TurboSquid and other vendors) into Torque?
Thanks in advance.
Tom Dowd
Columbia College Chicago
Interactive Arts and Media (Game Major)
About the author
Tom Dowd is a 25-year veteran of the game design business with credits on the PC, Xbox, PS2, NES and Genesis. He is an assistant professor at Columbia College Chicago in the Interactive Arts and Media department teaching in their Game Design major.
#2
05/08/2007 (6:20 am)
These are low-ploy assets we're working with, and its not an issue of format - we can get them into the right formats, but the exporters seem to be choking on anything that we're trying to convert over for Torque use by following the instructions for those exporters. I'm wondering if there is something in particular that anyone here has encountered when working with general art assets. I thought since this was a general question I'd ask it in a general forum, but maybe I'll rephrase to be more specific and post in the threads for the exporters.
#3
Someone may find the issue that solves the entire problem.
05/08/2007 (6:54 am)
Is there a model you could post, so someone here can take a stab at converting it.Someone may find the issue that solves the entire problem.
#4
I have converted dozens of models to TGE from various sources. The main problems stem from the models not being specifically "made" for torque. That includes, wrong alignment to the world, bad skinning, incorrect mesh modelling.
Only had to give up on two jobs which where so not compatible, so the models had to be redone almost from scratch.
With that said I can't specifically say where your models are failing, if you wish to contact me, I can take a look at the models. I also do contract conversions at $25/h
Cheers
Marc
EDIT: I use 3Ds Max8 so .max or .obj formats are preferred
05/08/2007 (7:11 am)
Hi TomI have converted dozens of models to TGE from various sources. The main problems stem from the models not being specifically "made" for torque. That includes, wrong alignment to the world, bad skinning, incorrect mesh modelling.
Only had to give up on two jobs which where so not compatible, so the models had to be redone almost from scratch.
With that said I can't specifically say where your models are failing, if you wish to contact me, I can take a look at the models. I also do contract conversions at $25/h
Cheers
Marc
EDIT: I use 3Ds Max8 so .max or .obj formats are preferred
Torque 3D Owner mb