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Torque Constructor

GarageGames Studios

Torque Constructor is a Constructive Solid Geometry (CSG) WYSIWYG brush editor.

Torque Constructor is a Constructive Solid Geometry (CSG) WYSIWYG brush editor that supports export of buildings and structures to numerous industry-standard CSG model (.map) formats, or seamlessly export directly into the Torque Game Engine or Torque Game Engine Advanced.

Modify and expand any of the basic scriptable functions with TorqueScript, from plugins, tools, and widgets to customization of the GUI. In no time you can automate repetitive tasks, bind keyboard shortcuts to specific actions, and create an intuitive design environment built just for you.

Built for traditional 3D artists who are more comfortable working in highend modeling packages such as 3D Studio MAX, Maya, and Lightwave, Torque Constructor is easy enough for the novice and powerful enough for the veteran game builder.

Torque Constructor also features a lighting system from Synapse Gaming, delivering brilliant lightmaps, easy-to-use tools for manipulating light entities, and dynamic real-time previews for rapid prototyping.

MODELING
  • Included Basic Brush Primitives (Cube, Cylinder, Sphere, Pyramid, Ramp)
  • User-Scriptable Custom Tools
  • CSG Subtraction, Intersection, Knife, Slice & Clip
  • Hide, Lock, Edit Selection Only for precise control
  • Face and Vertex Editing
  • Concave Brush Detection
  • Export and Import of Prefabricated Shapes
  • Support for various brush types (Detail, Collision, etc.) and groups
  • Duplication and Cloning tools
  • Custom Workplanes allow you to work off-axis

TEXTURING
  • Material Browser lets you view and organize your textures
  • Import textures into albums
  • Lift textures from selection
  • Copy and Paste textures from one face to another with coordinates intact
  • Justify, Fit, and Alignment tools
  • Multi-face texture unification

DTS INTEGRATION
  • Place DTS Static Meshes in your scene for added detail
  • Static Meshes are baked into Constructor DIFs and act as part of the object in the TGE Mission Editor (TGE 1.5.1 and TGEA 1.0.2 only)
  • Static Meshes receive lighting and cast shadows with their collision volumes as if they were part of your interior
  • Place Reference Shapes for scale comparisons

LIGHTING
  • Flexible Light entities
  • Dynamic Lighting Previews
  • Support for custom lighting systems
  • Light maps created in constructor are used directly in TGE and TGEA - no more guesswork!

EXPORT
  • Export Constructor DIFs with baked in detail meshes and light maps for use in TGE 1.5.1 and TGEA 1.0.2
  • Legacy DIF format support for older versions of TGE and TGEA (does not support baked in detail shapes)
  • Support for command line .map exporters for output to custom formats and other game engines!
  • Export Debug Previews allow you to view the results of the DIF export process on your map's geometry

TORQUE INTEGRATION
  • Detail shapes are baked into Constructor DIFs and act as part of the object in the TGE Mission Editor (TGE 1.5.1 and TGEA 1.0.2 only)
  • Legacy DIF format support for older versions of TGE and TGEA (does not support baked in detail shapes)
  • Light maps created in constructor are used directly in TGE and TGEA - no more guesswork!
Windows 2000/XP
Pentium III 500
512 MB RAM (1 GB Recommended)
OpenGL or DirectX Compatible 3D Graphics Accelerator

MAC OS X (10.2 / 10.3 / 10.4)
G4, G5 or Intel Mac, 1 GHz or faster
512 MB RAM (1 GB Recommended)
OpenGL Compatible 3D Graphics Accelerator

3-Button Mouse with Scroll Wheel Highly Recommended