Game Development Community

Interiors?

by none · in Torque 3D Beginner · 07/25/2011 (8:42 pm) · 12 replies

Hi! I'm just about ready to buy T3D but I'm still saving up some more $. I wanted to work on some art for my project in the mean time, and I was wondering, what format/programs are people using for interiors?

#1
07/26/2011 (6:10 am)
@Krystian - The same format for all other art that can be imported: COLLADA.
#2
07/26/2011 (8:10 am)
Does that mean I should be using 3DS max for my interiors rather than constructor, or is there some form of conversion?
#3
07/26/2011 (8:37 am)
It is recommended you use a tool other than Constructor. It does not have to be 3DS Max. It can be Maya, Blender or any other tool that supports COLLADA export.

There is a feature in the Torque 3D editor that will export all interior files to COLLADA format. If there are problems with the output, you will need to use a modeling tool to correct it.
#4
07/26/2011 (8:58 am)
Ok thank you, makes more sense now! It seems like it will be more of a hassle to texture buildings now however.
#5
07/29/2011 (12:53 pm)
@Krystian - Well, yes and no. For someone like me, it would be more of a hassle since I do not have much experience with 3D modeling tools like 3DS Max or Blender. However, what you could do in Constructor was actually really limited for texturing. If you want decent looking interiors, a true 3D modeling tool will allow you to get more more impressive buildings in the game. There's a learning curve, but ultimately I think it will be worth it.
#6
07/29/2011 (5:20 pm)
Ok, sounds good! I'll just practice it until I can get something that looks decent!
#7
07/30/2011 (6:12 am)
Ive just recently picked up this product

http://www.garagegames.com/community/forums/viewthread/126633

as much from curiosity as anything else, while its a long way from being finished and perfect it does a remarkably decent job of creating basic buildings, depending on how detailed you made your constructor buildings, this is probably quite capable as it stands for replacing constructor.

Currently it only has a few medieval textures and layouts, but they seem to be looking into the ability to add your own shapes and textures to the program, at which point the sky is the limit as they say.

I found the transition from CSG apps to this app to be quite nice too, while some of the bigger 3d apps are still quite daunting, 3dsmax blender etc
#8
08/02/2011 (9:01 pm)
3dsmax to make interiors???

Unless i'm mistaken, interiors are CSG brushes/BSP trees, you can't build this with max, but quark or constructor do it fine.

Or did it change?
#9
08/02/2011 (10:45 pm)
@Kyrah - It changed. The classic Torque interior does not exist in T3D. You just create buildings in a 3D modeling program, export to COLLADA, then use zones and portals to create culling.
#10
08/03/2011 (7:53 am)
Ooookay.... so i guess using constructor is irrelevant now?

I was hoping to use interiors for a project that required a lot of optimisation when it comes to... not drawing what's inside buildings for example, is there a way to make the portals and zones embedded in the model then?

That would be useful to treat a building and it's zones as a self contained object.
#11
08/05/2011 (10:07 am)
Kyrah - you use the world editor now to add zones and portals to your world, just place them as you would have done in constructor in the past.

One thing I want to look at too is a hierarchical LOD whereby when the building swaps from LOD0 to LOD1 none of the contents inside are rendered, been meaning to look at the coding around prefabs to see if it can be built into that.
#12
08/05/2011 (4:11 pm)
"is there a way to make the portals and zones embedded in the model then?"

I would think you could place your model in the scene, setup your portals/zones, select the model and all the portals, then make a prefab out of it. That way you wouldn't have to setup portals every time you place that model.