Game Development Community

How to import a model?

by Scott Peal · in Torque 3D Professional · 06/13/2009 (10:05 pm) · 8 replies

Just bought, installed and read the beginner guide for T3D and can not figure out how to find my model with the file picker.

I have created a new directory under ../art/shapes and placed a zipped collada file from 3D warehouse. When I try to find the file in the picker, the new directory does not show up. Am I missing something? Is the documentation missing something? And why can we not just surf to the files location and import it into the game folders?

Here is the file from SketchUp, just in case:
http://sketchup.google.com/3dwarehouse/details?mid=58b35faf9e4ce018a23e674b15e02ef0&prevstart=24


Thanks for the help

#1
06/13/2009 (10:13 pm)
If you created the new folder while your project/mission was currently running then you will need to reload your project. Follow these steps: save (if you need to) and 'X' out of your project/application. Once this is complete, start your project up again by selecting "World Editor" or "Play Game". Once you have loaded up your level, go back into the object picker and cycle through the directories where you stored your folder. You should see the new folder you created.
#2
06/14/2009 (6:55 am)
Ok. well I imported the model just fine. The polysoup on the model doesn't work correctly so I would only use these types of models for learning art from. I made this model an interior shape just FYI. That way it shows up in the interior shapes category. If you wanted to give the model more funcitonality you would have to create a different kind of shape from it through script.
Edit::
As a side note if you really want to learn how to make games with this engine. You should pick up these books:

3D Game Programming All in One: Finney 2004

The Game Programmer's Guide to Torque: Edward F. Maurina III

If your doing multiplayer:

Multiplayer Gaming and Engine Coding for the Torque Game Engine:
Edward F. Maurina III

A side book I was not very impressed with :
Torque for Teens: Duggan

This will get you on the way on how to implement IDEAS into Torque.
Then you will want to start learning how to do certain scripted things. The tribes 2 engine was based off of the TGE and there are hundereds of Mod's to the Tribes 1 and Tribes 2 engine. Grab Tribes 2 its free and download some of the mods. Read the scripts and watch how they work. You can get some really neat ideas from it. I did.
#3
06/14/2009 (7:41 am)
@Jordan: I tried as you recommended and the folder is not there. Wonder if this is a bug or not? If there are no valid shapes in the folder, do you think it does not get loaded?

@Jesse: Thanks for the pointer and those are good books which I own, but I do not feel this issue is related to a lack of programming knowledge. I have been using GG engines on and off since 2004

@GG: Is it possible to add a reload button and an import shape button? The import shape button would let me go anywhere on my drive (aka my master library of shapes), then it copies the files to a place I define in the GUI under the game art folders. Also could we get a create/delete/move folder/shapes function in the object editor also. This would round out the editor.
#4
06/14/2009 (8:20 am)
I think I found the issue. If a folder is create which does not contain any shapes then the folder is not shown in the GUI.
#5
06/14/2009 (2:54 pm)
@Scott - Yes, that would cause the issue of a folder not showing up in Torque :) I was under the impression that you had loaded your model within the new folder you created.
#6
06/15/2009 (12:32 pm)
@Jordan - You are correct, I also had a folder with a zip collada file and the folder did not show up either. I thought I read that T3D knew how to auto unzip the zip and detect it was a SketchUp file.

edited: Now I see in Docs: "Just export the Sketchup (.skp) file to GoogleEarth 4 format (in Sketchup: File->Export->3D Model…), which will produce a .kmz file."
#7
06/26/2009 (9:28 pm)
I didnt know that t3D accepted sketchup files...
#8
06/28/2009 (5:02 pm)
Quote:edited: Now I see in Docs: "Just export the Sketchup (.skp) file to GoogleEarth 4 format (in Sketchup: File->Export->3D Model…), which will produce a .kmz file."

Unfortunately this section of the documentation comes to us from the near future, when the Torque 3D resource manager will once again support loading assets from ZIP files.

For now, you can load the file exported from Sketchup by manually unzipping the KMZ first.