Torque3D Interiors
by Jason Guzzardo · in General Discussion · 03/22/2010 (11:07 am) · 8 replies
Will the Torque3D world editor ever provide the ability to create indoor areas or is this always going to require a 3rd party program? I would really love to see the editor support the creation of indoor areas as most commercial game engines seem to support both.
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#2
they are the right tools for the job imho :)
03/22/2010 (1:46 pm)
Im new to torque just started on t3d, but im an old school hammer mapper and think the interiors system in t3d is simply awesome. t3d editor doesnt seem to be suited to building detailed geometry and snapping it all to the grid. im getting excellent results in hammer and can wholly recommend using it or quark / constructor. they are the right tools for the job imho :)
#3
03/22/2010 (1:52 pm)
If you are concerned with BSP geometry, then those are all excellent choices. Of course, Hammer requires special permission to use in non-licensed products.
#4
Couldn't that argument be made for terrain as well, yet the editor supports creating terrain? I'm definitely not talking about replacing max or maya. I'm only talking about level geometry like BSP. One example of what i'm talking about would be the UDK editor where you can build levels for both indoor and outdoor. You then use maya and max to bring in static and animated meshes.
I think 3d packages are great for static/animated meshes, however, large, detailed indoor/outdoor levels are probably best done inside the game engine. I was wondering if a unified indoor/outdoor editor for Torque3D was on the horizon. I gather that this is not the case.
03/22/2010 (3:40 pm)
Quote:1.1 will allow artists/level designers to prototype geometry and then have artists make it look great, but I usually err on the side of allowing artists to do what they do best in the programs that are specifically oriented to making artwork. Re-creating Max or Maya from scratch is an interesting exercise, though.
Couldn't that argument be made for terrain as well, yet the editor supports creating terrain? I'm definitely not talking about replacing max or maya. I'm only talking about level geometry like BSP. One example of what i'm talking about would be the UDK editor where you can build levels for both indoor and outdoor. You then use maya and max to bring in static and animated meshes.
I think 3d packages are great for static/animated meshes, however, large, detailed indoor/outdoor levels are probably best done inside the game engine. I was wondering if a unified indoor/outdoor editor for Torque3D was on the horizon. I gather that this is not the case.
#5
We're moving away from traditional BSP (so are other engines), but maybe we'll see the sketch tool expand further in the future to allow for game ready content to be made with it.
03/23/2010 (11:18 am)
@JasonWe're moving away from traditional BSP (so are other engines), but maybe we'll see the sketch tool expand further in the future to allow for game ready content to be made with it.
#6
03/24/2010 (2:53 pm)
That would be really great Tom. I just think it would be good if the level building experience could take place in one editor. Right now the Torque3D editor is awesome for outdoor scenes but if i want to integrate indoor areas i have to move to a different tool and then import. It becomes a bigger problem if i want to build a large indoor dungeon or something to that effect. Again, just my 2 cents :)
#7
The issue is that 3dsMax is always gonna be a more flexible tool with more options that the game could have.
But maybe with a little more functionality you could do alot in engine and only hit Max for detailed models.
We'll see how things go.
03/24/2010 (10:14 pm)
@JasonThe issue is that 3dsMax is always gonna be a more flexible tool with more options that the game could have.
But maybe with a little more functionality you could do alot in engine and only hit Max for detailed models.
We'll see how things go.
#8
Still, it would be very cool to see the sketch tool evolve into being able to produce game-usable, optimized content for really basic structures, especially for background work (say, tall square buildings in the background of a city).
04/01/2010 (1:43 pm)
I was never a big fan of BSP modeling; it was like playing with legos but only having stumps for hands... Sorry, that was a horrible analogy.Still, it would be very cool to see the sketch tool evolve into being able to produce game-usable, optimized content for really basic structures, especially for background work (say, tall square buildings in the background of a city).
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