Game Development Community

What is the best tool for level design for TGE?

by Michael Lucas · in General Discussion · 06/15/2007 (9:39 pm) · 10 replies

I am a noob trying to figure out the best workflow for a small game dev project our team has decided to use the TGE for. I'm a little confused.

Is the World Editor a full-featured level editor?

I understand the Hammer Editor can work with Torque. Is this a good way to go?

Will unrealed work with Torque?

Thanks! ... Michael Lucas

#1
06/15/2007 (9:42 pm)
Just use Constructor--it's designed specifically for Torque (and written by us, in Torque for that matter).
#2
06/15/2007 (11:17 pm)
Maybe hearing from a GG Employee might seem like they are just trying to push their product...

so hearing it from a regular joe might help... ive used Hammer and QuArk... and Constructor is the best one ive used! easy to use, and exports flawlessly into TGE.

so go over and download it and have the comfort knowing you wont ever look back :)
#3
06/15/2007 (11:27 pm)
Quote:
Maybe hearing from a GG Employee might seem like they are just trying to push their product...

Heh..why would I have to push it? It's free....
#4
06/15/2007 (11:51 pm)
Hehe... so are hammer and quark... but you dont hear me recomending them :)
btw if you are looking for a script editor, check out Torsion, its not free, but WELL worth the money!
#5
06/16/2007 (11:47 am)
Ok guys what do you mean by 'Level Editor'?
How is it different from the editor in the engine?
What are a developer supposed to create in the constructor?
#6
06/16/2007 (12:09 pm)
@CJW.. constructor is used to make interiors, buildings and other such objects

The level editor in torque is what you use to edit the terrain.. add obbjects etc
#7
06/16/2007 (12:24 pm)
@ Mr. Helm
Ok, how does it differ from a modeler, like TrueSpace (my fav) or Blender?
Does the stuff you create from that package blend into the models package?

Do you know of any tutorials on the subject?
#8
06/16/2007 (4:45 pm)
There are three separate areas here ....

1. 3D objects like characters, cars, planes, trees, rocks and the infamous crates ... made with truespace, blender, Milkshape and 3D max to name a few (but not all) ... these objects end up being used by the engine as .dts files

2. Structures .... buildings including the internal rooms, created with Hammer,QuArk and Constructor (really ...Constructor wins hands down here) the files exported for the engine end in .dif

3. A level ... or Mission as its named for Torque is created with the engines built in editor, here you can insert objects created by the programs listed above, the file type here is .mis

Check here for a more detailed listing of Art assets.
#9
06/19/2007 (1:24 pm)
I know everyone says Constructer, but I personally prefer 3D World Studio over Constructer.
#10
06/19/2007 (9:58 pm)
Thanks everyone! Constructor it is, though I will take a look at 3D World Studio. ... Michael