3d World Studio + Torque
by Auyo · in Torque 3D Beginner · 11/03/2012 (1:23 am) · 13 replies
Hi, I'm looking to use 3d world studio to create maps... Is there a way to use these maps in Torque?
Can anyone point me in the direction of a tutorial on how to do this?
Also, would I be better off using constructor instead of 3DWS? I just like 3DWS cos I'm used to it.
Thanks and regards
Can anyone point me in the direction of a tutorial on how to do this?
Also, would I be better off using constructor instead of 3DWS? I just like 3DWS cos I'm used to it.
Thanks and regards
About the author
#2
Thanks for all the info, appreciated. So you think there's no point in me looking for a way to convert 3DWS files into .dif? What is the reason you "wouldn't recommend this method"?
I'm gonna give Sketchup a go anyway and see if I can create some buildings in it.
Edit: Just a question about Sketchup, do the textures you give objects in sketchup automatically come through when you import them into Torque?
Thanks
11/03/2012 (4:17 am)
Ahh.. Yes, the reason I want to use 3DWS is cos it's the only one I know how to use.. When I try others I often do poorly. I will have to take a look at sketchup and try it out.Thanks for all the info, appreciated. So you think there's no point in me looking for a way to convert 3DWS files into .dif? What is the reason you "wouldn't recommend this method"?
I'm gonna give Sketchup a go anyway and see if I can create some buildings in it.
Edit: Just a question about Sketchup, do the textures you give objects in sketchup automatically come through when you import them into Torque?
Thanks
#3
If you're going to use T3D and want to reduce your learning curve, you should start your learning with newer methods rather than complicate it more than it can be, by using outdated methods and attempting to use the results.
This is analogous to Television sets. When I was a boy, our Television was Black and White. Color Televisions were far too expensive for the average home and home computers didn't exist. Inside the sets cabinet were many Tubes all hot and glowing Orange. When the TV broke down you'd call a repairman to replace the Tube that went bad.
Later on, Televisions started to phase out the Tube in favor of solid-state circuits.. so Televisions were a mix of Tubes and Solid-State ( this is the current phase of T3D because *.dif is still not dead ).
Then Television became all Solid State circuitry and cheap enough for most average homes to have 2 or more color TV's and the Home Computer market arrived. TV's and CRT's (Cathode Ray Tube for computer monitors) screens still shared one thing in common.. they both used the CRT to show the image on a screen, it was the last remaining Technology that needed to be replaced to make room for Flat Screen monitors.
When Flat Screen TV's became a new product, they didn't start out using old Tubes.. they started out using the most advanced technology available and built on top of it.
This is where you should be starting.. with the new technology to build upon.
Google SketchUp (v 8.0) � KMZ file is a zip file containing a KML file, a COLLADA file, and texture images.
For your leisure reading pleasure:
en.wikipedia.org/wiki/COLLADA
11/03/2012 (7:48 am)
I wouldn't recommend converting your *.map file to *.dif because the *.dif file format is being phased out in favor of *.dts or *.dae formats.If you're going to use T3D and want to reduce your learning curve, you should start your learning with newer methods rather than complicate it more than it can be, by using outdated methods and attempting to use the results.
This is analogous to Television sets. When I was a boy, our Television was Black and White. Color Televisions were far too expensive for the average home and home computers didn't exist. Inside the sets cabinet were many Tubes all hot and glowing Orange. When the TV broke down you'd call a repairman to replace the Tube that went bad.
Later on, Televisions started to phase out the Tube in favor of solid-state circuits.. so Televisions were a mix of Tubes and Solid-State ( this is the current phase of T3D because *.dif is still not dead ).
Then Television became all Solid State circuitry and cheap enough for most average homes to have 2 or more color TV's and the Home Computer market arrived. TV's and CRT's (Cathode Ray Tube for computer monitors) screens still shared one thing in common.. they both used the CRT to show the image on a screen, it was the last remaining Technology that needed to be replaced to make room for Flat Screen monitors.
When Flat Screen TV's became a new product, they didn't start out using old Tubes.. they started out using the most advanced technology available and built on top of it.
This is where you should be starting.. with the new technology to build upon.
Google SketchUp (v 8.0) � KMZ file is a zip file containing a KML file, a COLLADA file, and texture images.
For your leisure reading pleasure:
en.wikipedia.org/wiki/COLLADA
#4
i purchased the world editor under the impression it does work with the torque game engine. and now i find out that they plan on phasing out the map2dif.
i just don't understand how taking tools away from something is supposed to make it grow. and just because something newer comes along doesn't mean we throw out the old.
11/20/2012 (11:15 pm)
well personally i am not too happy about torque phasing out the map2dif. i just bought the 3d world studio, for the constructor was too buggy to really use.i purchased the world editor under the impression it does work with the torque game engine. and now i find out that they plan on phasing out the map2dif.
i just don't understand how taking tools away from something is supposed to make it grow. and just because something newer comes along doesn't mean we throw out the old.
#5
u should have searched the forum first before taking any decision.this is a very active forum now(much better than past).but topics that have already been discussed several times do not come into focus.
"i just don't understand how taking tools away from something is supposed to make it grow. and just because something newer comes along doesn't mean we throw out the old."
do a search u will see valid reasons on dropping dif format.
11/20/2012 (11:40 pm)
"i purchased the world editor under the impression it does work with the torque game engine. and now i find out that they plan on phasing out the map2dif."u should have searched the forum first before taking any decision.this is a very active forum now(much better than past).but topics that have already been discussed several times do not come into focus.
"i just don't understand how taking tools away from something is supposed to make it grow. and just because something newer comes along doesn't mean we throw out the old."
do a search u will see valid reasons on dropping dif format.
#6
11/21/2012 (12:29 am)
.dif actually can be converted right into .dae through the T3D engine. T3D 1.2 comes with this ability out of the box. Just go to file, export interior to Collada and select the .dif you want to. I've heard people having issues with it but I'm still using constructor to create interiors because it's so easy to achieve nice results with. One note, I have to flip all my textures vertical because the conversion for some reason makes the DAE version have all the textures upside down. In constructor its as easy as select all faces, flip vertical and problem solved. I should mention that these interior models are not perfect and that is likely why they are being phased out. There is the occasional light leaking through a wall, and the only issue I haven't been able to address- super frustrating seams of light. Do what works best for you, but know if you choose this method there will be some setbacks.
#7
DIF has been a dead format in Torque for the last 2, almost 3, years. The Committee decided to finalize it's deprecation with removing it entirely as it is no longer supported and will free up a much needed bitmask. There may end up being a command line map2dif utility, as there is currently in addition to the in editor option, but that hasn't been determined yet.
11/21/2012 (9:27 am)
@JamesDIF has been a dead format in Torque for the last 2, almost 3, years. The Committee decided to finalize it's deprecation with removing it entirely as it is no longer supported and will free up a much needed bitmask. There may end up being a command line map2dif utility, as there is currently in addition to the in editor option, but that hasn't been determined yet.
#8
11/21/2012 (3:54 pm)
MAP to DAE might be handy, but this can probably be done with tools that are already available for free....
#9
dae ( Collada ). If memory serves b3d is the better format to use
versus the Direct X file format. Static meshes only.
11/21/2012 (6:09 pm)
3d World studio also exports to X-file and b3d. Open Asset Import Library viewer will import both of those formats and export todae ( Collada ). If memory serves b3d is the better format to use
versus the Direct X file format. Static meshes only.
#10
11/22/2012 (7:35 pm)
Once upon a time the X format could contain animations, but that might have changed. It was meant to be extensible.
#11
the viewer is lacking on animation export, at least with
the skinned meshes I have tried, hence my notation to use
for statics only, so no tears and hair pulling would ensue
with the jumble that it exports. As a note I have only tried
with 3ds max 2009 and the open collada importer so it may be the
case that later versions do a better job than the dinosaur version
I am using.If you have a later version maybe you could try export
from the Assimp viewer as dae and import into max and see if it
does work. Would be helpful to know if it is indeed my copy at
fault or if indeed the viewer exporter is the culprit.
11/22/2012 (10:12 pm)
Whilst Direct X format and b3d both support animation,the viewer is lacking on animation export, at least with
the skinned meshes I have tried, hence my notation to use
for statics only, so no tears and hair pulling would ensue
with the jumble that it exports. As a note I have only tried
with 3ds max 2009 and the open collada importer so it may be the
case that later versions do a better job than the dinosaur version
I am using.If you have a later version maybe you could try export
from the Assimp viewer as dae and import into max and see if it
does work. Would be helpful to know if it is indeed my copy at
fault or if indeed the viewer exporter is the culprit.
#12
collada as well as 3ds,dxf, and obj.Makes it good for animated
meshes, if you have the source in FBX format which most DCC apps
support these days The converter imports FBX,DXF,OBJ and DAE.Of the
tests I have done thus far it has performed rather well.
11/26/2012 (4:45 pm)
As an added note, Autodesk's FBX converter 2012 can export tocollada as well as 3ds,dxf, and obj.Makes it good for animated
meshes, if you have the source in FBX format which most DCC apps
support these days The converter imports FBX,DXF,OBJ and DAE.Of the
tests I have done thus far it has performed rather well.
#13
11/28/2012 (1:41 pm)
Good to know! Thanks.
Torque 3D Owner Scott Warren
As I understand, *.dif file format is being phased out if it isn't already.
The tools "Constructor" and "Show Tool Pro" are also being phased out if I am not mistaken, but still available for those working with really old versions of Torque.
It may still be possible to use 3DSW files through conversion programs to eventually get something useful though I wouldn't recommend this method.
As an alternative to 3DSW for game content, you can use Sketchup free version to export your models directly into *.dae format that Torque 3D will gladly accept as models and Torque 3D will automatically convert the *.dae into a *.dts.
Sketchup Pro will export other formats that can be useful in an Artists pipeline for content as well.. such as .3ds, .dwg, .dxf, .fbx, .obj, .xsi, and .wrl file formats that can be imported into other modeling software to enhance the models before exporting to *.dae or *.dts.
I could point out other programs and their pipelines to get your game content into Torque 3D but I'll leave that for you to discover what suits you best.