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Cathedral in T3D MIT

by Britt Scott · in Torque 3D Professional · 11/04/2014 (4:19 pm) · 9 replies

I decided to see if I could get the cathedral from Constructor into T3D MIT.

i226.photobucket.com/albums/dd48/stacalkas/Mobile%20Uploads/Cathedral_zpsff5a1eab.jpg
While it doesn't come in like it's suppose to, it at least imports. (I do realize it was a stress test object)

Must be a hard limit on the amount of brushes that get exported. I proceeded to cut it in half and re-export it.

i226.photobucket.com/albums/dd48/stacalkas/Mobile%20Uploads/Compare_zps6b4d4f38.jpg
Quick workflow from Constructor to T3D MIT

1. Made my scene in Constructor

2. Saved in the default Constructor file format

3. Saved as... .map file

4. Import to DeleD using the Map importer plugin

5. I adjusted the scaling (Sometimes down to 30 percent of the original)

6. Saved in the default DeleD file format

7. Exported using the Collada exporter plugin

8. Imported to T3D MIT

9. Changed collision to visible mesh

10a. Opened in the shape editor and had to select the full path for the texture.

10b. Was...

singleton Material(Hangar_wall2)
{
   mapTo = "wall2";
   diffuseMap[0] = "wall2.jpg";
   translucentBlendOp = "None";
};

Should be...

singleton Material(Hangar_wall2)
{
   mapTo = "wall2";
   diffuseMap[0] = "art/shapes/ColladaTesting/textures/starter/wall2.jpg";
   translucentBlendOp = "None";
};

10c. Otherwise, the material will show up in the editor and be applied to the object, but not on
a game restart.

i226.photobucket.com/albums/dd48/stacalkas/Mobile%20Uploads/HangarCtor_zpsd091655d.jpg
i226.photobucket.com/albums/dd48/stacalkas/Mobile%20Uploads/Hangar_zpsfd93dcd1.jpg

About the author

Attended Brown College in Mendota Heights, MN for Game Design and Development. Projects include the Mech Starter Kit and the Battle Frog. Currently working toward a game design career.


#2
11/06/2014 (1:49 pm)
Theres a hard cap on the amount of faces that will be exported for any map/dif based object, i cant remember the number off the top of my head though as its been years...
#3
11/06/2014 (5:40 pm)
15000 I think
I can look it up for you.

I still love constructor, if I was rich id pay to get it updated to work with the new Torque 3d, Torque 3d Mit.
I still use the Last Paid version before MIT came out.
#4
11/06/2014 (5:43 pm)
Been away for long time.... Sorry I'm lost now. Lol
#5
11/06/2014 (8:57 pm)
That number sounds about right. I believe the cathedral had over 4,000 brushes. Maybe someday the sketch tool will get an overhaul?
#6
11/07/2014 (4:21 pm)
16,400 for some reason is sticking in the back of my mind, or is that something to do with dts's ? meh, im so damned rusty now
#7
11/08/2014 (4:14 am)
as a side thought, you could export it out from constructor to a map, then use deled to go to collada
#8
11/08/2014 (9:15 am)
@Andy That's the way I had been exporting it.

The collada export from deled shows up perfect when imported into 3ds Max.

The triangle count in Max is 39,552. The polys in t3d shape editor are 25,964.

I'm assuming the conversion to dts is where i'm hitting the limit?
#9
11/08/2014 (9:20 am)
This could be it....

Shape exceeds the maximum node count (2048). Ignoring additional nodes.