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Constructor Pipeline (I)

by Apparatus · 09/24/2008 (4:20 pm) · 9 comments

www.editmygame.com/screenshotstge/constructorbanner.jpg

Constructor Pipeline

I know a lot of things were left out in the initial Guide so I decided to go into more detail. Some people may consider common features or keyboard shortcuts as tips and tricks. They are, in a sense, but the term is inappropriate. I am yet to discover many things but so far I found it working with Constructor easier with each day. Introduction, then:

Introductory lesson for Constructor users and level designers

This study will show you step by step how to create detailed architecture in Constructor, how to create and add dts shapes as details using Softimage XSI, Constructor specific texturing rules, extended texture panel tips, creating proper staircases and more.
To avoid mission clutter we will create only 1 interior file and 1 dts file. The finite model will contain 5 buildings. One building will be open so the player can get in, climb to the second floor.
For the constructor detail meshes we will use XSI, importing the rough interior file into a scene and creating every dts detail shape to scale and in the right place. This is also a good opportunity to introduce xsi2dts exporter (beta).
This guide will also show you how to create Ambient occlussion maps in XSI.

There is also something most people don't really know about/take into account: the interiors, or dif files, need a bit of help to really shine in Torque. The devil is in the details. Many people give up - every job is tedious at some point - but if you can cross that line and take your time, the result will be satisfactory. Once you got through this pipeline it's a matter of how much you want the same results again and next time it will be faster - and better :)

No blog without a screenshot:

www.editmygame.com/screenshotstge/ctorpipeline.png
This shot features rough settings for SSAO pack, developed by UbiqVisuals.

#1
09/24/2008 (4:52 pm)
Sounds great Apparatus, cant wait to see how the updated guide turns out.
#2
09/24/2008 (4:55 pm)
It's not really an update, it's a follow up. While the previous guide was basic introduction to the tool, here we'll have a complete pipeline, from concept, texture, modeling and detailing an interior.
#3
09/24/2008 (4:57 pm)
Understood, so what format is this going to take? Same as the first with a PDF accompanied by the files, or were you thinking about something more involved like a video?
#4
09/24/2008 (6:12 pm)
Wow man nice stuff, I haven't throughly looked at it yet, but from what I can tell from a quick glance it's sweet stuff. Appreciate the work you're doing to help everyone out.

Sid.
#5
09/24/2008 (6:21 pm)
Quote:creating proper staircases

@Apparatus: Did you use the stairs plugin?
#6
09/24/2008 (6:30 pm)
The building looks great how many model will be in this pack? you have my purchase
#7
09/25/2008 (12:15 am)
I'll try to use all the plugins.
Time limit is the only to decide how many examples I include in this pack.
#8
09/25/2008 (6:48 am)
Small update: added dts detail structure on top of the interior file.

In editor, no bloom, SSAO is rough but I like the contrast.

www.editmygame.com/screenshotstge/cpipeline_screenshot_013-00003
#9
09/25/2008 (11:56 am)
Awesome! That SSAO effect certainly adds to dramatic realism.

It's great to see someone using Constructor to it's advantage and not complaining about it. Your guides will probably clear up a lot of the misconceptions about it.