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Worldcraft tool: Morian

by Timothy Ford · in Torque Game Engine · 05/24/2001 (2:50 pm) · 46 replies

Since the Morian compile software is complete, and because those of us who own Tribes 2, can (supposedly) view interior objects through the Tribes 2 engine (Command line: 'tribes2.exe "test.dif" -nologin' where test.dif is the compiled interior object), is there any chance garagegames could release Morian to give us a head start in the mapping department? After all, from what I understand, Morian is not the "licenced" part of the v12 package, it is free for anyone to use.

I know how much time map making consumes, and I'm certain I speak for the rest of the map makers here at garagegames when I say we could really use that software now if there's no trouble.

--Timothy "Drake" Ford

P.S. Don't worry about documentation on Morian for the time being, most bsp mappers understand the concepts behind csg, bsp, vis and rad and can conclude how they relate to the v12 engine.

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#1
05/28/2001 (8:56 am)
I just got morian building this weekend. We may do an early release of the tools after we have them all compiling and tested.

Tim is doing some work to our morian so that it does not make all those assumptions about paths. This should allow you to run it from any directory and just specify in/out dirs on the commandline.

--Rick
#2
05/29/2001 (12:36 am)
THANK YOU THANK YOU THANK YOU

--Timothy "Drake" Ford

"My name is Maximus Decimus Meridius, Commander of the Armies of the North, General of the Felix Legions, loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son, husband to a murdered wife. And I will have my vengeance, in this life or the next." -- Maximus, Gladiator
#4
06/01/2001 (2:39 pm)
Hi:

I have been looking for the following tools:
There are two Half-Life utility files that you will need to download in order to process your art into WAD files. These files, glumpy.exe and makels.exe, must be placed in the 'bin' directory. They are distributed in a Half-Life tools kit which you can find links to at the following web sites:
http://halflife.gamedesign.net/
http://www.halflife.net/workshop/

But I keep ending up on fileplanet and another halflife site, and I can not tell what file would contain the glumpy or makels utils. Do you have a link to these ?

Thanks
#5
06/01/2001 (3:06 pm)
Shawn,

The Half-Life tools won't support the (up to) 512x512 textures that the T2 Wadtool does. Plus it saves on time with not having to make textures both .png and .bmp format, since the Wadtool supports the .png format and the Half-Life tools (Makels as well as Wally and the like) only support .bmp format. Wait for the Wadtool from either Garage Games or Dynamix. (I suggest GG's, but you didn't hear that from me ;))

*Oh and that link above is for the T1 World Craft tools, not the T2 tools.
#6
06/01/2001 (4:11 pm)
Thanks Tyler,

So Dynamix has not rleased the wadtool needed for compiling maps yet for T2? I could not locate it on the tribes2.com site. We wanted to get a head start and make our game objects, what can we use with the Morian tools that would translte over to V12? I am sorry for the newbie questions but we are not Half Life modders, only Quake 3 and Shogo.
#7
06/01/2001 (8:49 pm)
That's correct, Dynamix hasn't released the tools yet (AFAIK), but Daryl assured me that they'd have the tools available for download sometime in the next week or so. We've been fortunate enough to have the tools since meta, which has been a double edged sword. We've just recently gotten their morian going (was a .dll conflict) and I'm still waiting on the .dll for their version of the Wadtool. I personally prefer stand-alone tools and suggest waiting for the GG.com release of them.

As for another program that'll translate to V12, I doubt there is one. WorldCraft usage with T1 was a "get around" to create the .div format since they used Zed to build the static shapes. T2 uses a .dif format which is, as far as I know, exclusive to T2.
#8
06/01/2001 (8:58 pm)
Just to add, I'll probably have Gangreen (one of the TSRR artists) and myself sit down and do up a start to finish tutorial on adding shapes and adding textures like we did for the original Tribes (which can be found here).
#9
06/02/2001 (2:37 am)
We basically have the WorldCraft tools done at this point and I don't see any reason Tim and I could not release them early. We are meeting Sunday to discuss remaining V12 tasks and I will bring it up. Which means they could be available for download as early as Sunday night/Monday morning.

The tools will be 100% compatible with the V12 and Tribes2.

If you are interested post here and say yes! I also want to send these tools to the Tribes2 mapping sites. Please let me know which sites you think are the key players.

--Rick
#10
06/02/2001 (5:48 am)
Yes!!!
#11
06/02/2001 (6:00 am)
Yes, please.
#12
06/02/2001 (6:12 am)
Yes.
#13
06/02/2001 (6:22 am)
Yes
#15
06/02/2001 (7:39 am)
Yes!!
#16
06/02/2001 (9:38 am)
Yes. And might I add: PLEASE!

I have a question though, which version of World Craft should we use?
#17
06/02/2001 (9:40 am)
Yes.

http://www.tribes2maps.com
#18
06/02/2001 (9:57 am)
Yes!
#19
06/02/2001 (10:25 am)
yes
loool =))
www.tribes-2.de
#20
06/02/2001 (12:30 pm)
Yes.
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