Question regarding 3D objects
by Michael Layfield · in Torque 3D Beginner · 09/06/2009 (4:15 pm) · 6 replies
What 3D format is used for making 3D static objects (such as buildings) in Torque 3D?
I'm a TGE user and I'm used to the .dif format made in constructor and I'm wondering if there's a different approach for T3D. And I'm also considering purchasing a T3D license.
I'm a TGE user and I'm used to the .dif format made in constructor and I'm wondering if there's a different approach for T3D. And I'm also considering purchasing a T3D license.
#2
The ability to directly import collada (.dae) files does greatly enhance the ease of getting art into Torque 3D. You also have three collision types to choose from for TSStatics: polysoup (visible mesh), collision mesh (created alongside of and imported with the visible mesh), and a bounds box type of collision.
09/06/2009 (6:43 pm)
Yeah DIF still works, but DTS is becoming ever more performance friendly on today's hardware. The ability to directly import collada (.dae) files does greatly enhance the ease of getting art into Torque 3D. You also have three collision types to choose from for TSStatics: polysoup (visible mesh), collision mesh (created alongside of and imported with the visible mesh), and a bounds box type of collision.
#3
09/06/2009 (6:48 pm)
um...what would be a good reason to use bounds box type?
#4
09/07/2009 (7:54 am)
Are there any tutorials on how to import .dae files? And what are the pros/cons/differences between the three collision types?
#5
Visible Mesh can be overly complicated (the more detail you have, the more the computer has to number crunch to make collisions work), but is easy to setup. You simply select it from the drop-down box and there you have it. The collision information is then generate from the actual model.
Collision Mesh is, truthfully, the better way to go, but you must create all the collision shapes yourself on top of your props/level. Imagine it like a simple shield around your geometry that your player can bump into. Takes you more time to setup, but you gain performance.
A bounds from what I understand would be ideal for a health or pickup item, for example, since it's just a simple collision box. Someone a bit more knowledgeable would be able to provide a wider insight on this one though.
09/11/2009 (12:38 pm)
There really isn't anything special you have to do to import a .dae. You don't even have to do any fancy setup to export it anymore either. Save your art and just drop it into your game. Most 3D applications support it too, so easy-easy.Visible Mesh can be overly complicated (the more detail you have, the more the computer has to number crunch to make collisions work), but is easy to setup. You simply select it from the drop-down box and there you have it. The collision information is then generate from the actual model.
Collision Mesh is, truthfully, the better way to go, but you must create all the collision shapes yourself on top of your props/level. Imagine it like a simple shield around your geometry that your player can bump into. Takes you more time to setup, but you gain performance.
A bounds from what I understand would be ideal for a health or pickup item, for example, since it's just a simple collision box. Someone a bit more knowledgeable would be able to provide a wider insight on this one though.
#6
09/17/2009 (4:44 pm)
a bounds needs to be used basically for anything animated, using collision meshes or visible mesh for collision is used only for static objects.
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