What a ride!
by Joel Schilling · in General Discussion · 09/15/2009 (10:08 am) · 4 replies
So since my last post, I really gotten deep into Torque. I have downloaded the Barricade and Forge demos, and have been playing around with them. And I have to say, I really like what I see! This has led me into downloading trial copies of 3ds Max, Milkshape, Blender, Paintshop Pro, Torque Constructor, Torque Show, and Torsion.
I have no doubt I am going to get T3D Professional, its just a matter of getting the funds together. (Maybe this Friday if I can convince the wife.) I am really excited about the river editor, path editor, and decals.
Here are few questions that I have:
* Are there any little optimization habits that I should get into? Like using positions without floating points, like 60 instead of 58.874? Or using even numbers?
* I have some stock buildings I am playing with, and when I bring them into the mission, they are huge, so I am scaling them down to .0125 to be the same size as the little soldier guy. Is there a performance hit by scaling in engine? Is it better to change the units in the modeling program and use it as-is in the engine?
* The buildings I have are in .max format, so I am making .dts files by exporting from 3ds max to .obj, importing in Milkshape and exporting to .dts. How can I use these as interiors instead of static shapes? I have tried importing them into Constructor as static shapes and exporting as a .dif, but it says I don't have a brush. If I add another box as a brush, it still says I don't have a brush in "detail 1." Is there a better way to convert a .max to a .dif? I assume this will be completely different once I get T3D and can use Collada?
Thanks!
I have no doubt I am going to get T3D Professional, its just a matter of getting the funds together. (Maybe this Friday if I can convince the wife.) I am really excited about the river editor, path editor, and decals.
Here are few questions that I have:
* Are there any little optimization habits that I should get into? Like using positions without floating points, like 60 instead of 58.874? Or using even numbers?
* I have some stock buildings I am playing with, and when I bring them into the mission, they are huge, so I am scaling them down to .0125 to be the same size as the little soldier guy. Is there a performance hit by scaling in engine? Is it better to change the units in the modeling program and use it as-is in the engine?
* The buildings I have are in .max format, so I am making .dts files by exporting from 3ds max to .obj, importing in Milkshape and exporting to .dts. How can I use these as interiors instead of static shapes? I have tried importing them into Constructor as static shapes and exporting as a .dif, but it says I don't have a brush. If I add another box as a brush, it still says I don't have a brush in "detail 1." Is there a better way to convert a .max to a .dif? I assume this will be completely different once I get T3D and can use Collada?
Thanks!
#2
09/15/2009 (2:44 pm)
Is T3D already in beta? If I pay my $1000, do I get a copy of T3D beta to start playing with immediately?
#3
09/15/2009 (3:07 pm)
They're on their fifth beta version. Check this out: www.garagegames.com/community/blogs/view/18243
#4
09/15/2009 (3:24 pm)
oooh, thanks! This place is like a loaded gold mine. There's lots of gold, but you kind of have to dig to find it :D
Associate Britt Scott
You can export from max to contstructor using Ctor. However, you have to model it, "lego-like", as you would in constructor anyways.
If you get T3D then you can export directly from max using Collada and the engine with use the actual mesh as the collision. So, no having to have multiple collsion boxes setup just right.