Artist and level designers
by Paul Yoskowitz · in Torque 3D Professional · 11/03/2014 (4:32 am) · 141 replies
Where do you feel that T3D is falling down as far as things for the artist and level designers?
This isn't about the latest DX/OGL or anything like that. What tools are missing compared to other engines out there right now that you feel would breathe new life into T3D-MIT and make development easier for you?
This is the list so far of issues or things that need added:
*Interior/structure designer like Constructor
*Prefab object that combines models and scripts
*Improve forest editor
*Beefing up the sketch tool
*Beef up the material editor
*Fix the Shadow system
*Jitter in terrain system between terrain and models
*Add weather system
*Better snapping system
*Better Zip file functionality
*Re-add terrain erosion
*Add terrain specular, and if needs be, remove parallax from the terrain pass to make way for it, but retain parallax for shapes.
*Add the ability to set a kind of 'alpha mask' for the terrain tools, so you can set the strength & shape of the tools a bit more specifically.
*Add more flexibility in the noise tool again, maybe being able to set a tiled heightmap mask to it so you can again control the behaviour of it better depending on design requirements.
*Water... although i havent played around with it in recent builds, and it may have been changed since i have used it properly, the settings for water could really be simplified down to make it more user friendly, alot of the settings are awkwardly named considering their effects on the water blocks.
*A basic precipitation and particle library
*Add split screen "view ports"
*Better terrain materials manager
*Add a semi "auto-zone" widget kinda thing. for example selecting a building shape, and at click of a button, create a "zone" item matching its bounds etc.
*Ground Cover needs collision support
*Add terrain layer sensitivity to the forest
*Improve character import
*Add more keyboard shortcuts and show on the menu
*Light bleeding through the seems
*Possibly change the ground cover and forest editor to be 2 more generalized editors
*when standing outside of a zone, particles and lights are visible that are created inside of it. the only way that they should be visible is by looking inside the zone through a portal.
*Occlusion Volume. It should have a switch that allows it to effect the terrain behind it or not. As it stands, it causes the terrain to disappear behind it, which u dont always want.
*More 3D imports
*Artist friendly - add sliders along w numbers input
*SKYBOX and SCATTER SKY should work together somehow
*Better animation blending
This isn't about the latest DX/OGL or anything like that. What tools are missing compared to other engines out there right now that you feel would breathe new life into T3D-MIT and make development easier for you?
This is the list so far of issues or things that need added:
*Interior/structure designer like Constructor
*Prefab object that combines models and scripts
*Improve forest editor
*Beefing up the sketch tool
*Beef up the material editor
*Fix the Shadow system
*Jitter in terrain system between terrain and models
*Add weather system
*Better snapping system
*Better Zip file functionality
*Re-add terrain erosion
*Add terrain specular, and if needs be, remove parallax from the terrain pass to make way for it, but retain parallax for shapes.
*Add the ability to set a kind of 'alpha mask' for the terrain tools, so you can set the strength & shape of the tools a bit more specifically.
*Add more flexibility in the noise tool again, maybe being able to set a tiled heightmap mask to it so you can again control the behaviour of it better depending on design requirements.
*Water... although i havent played around with it in recent builds, and it may have been changed since i have used it properly, the settings for water could really be simplified down to make it more user friendly, alot of the settings are awkwardly named considering their effects on the water blocks.
*A basic precipitation and particle library
*Add split screen "view ports"
*Better terrain materials manager
*Add a semi "auto-zone" widget kinda thing. for example selecting a building shape, and at click of a button, create a "zone" item matching its bounds etc.
*Ground Cover needs collision support
*Add terrain layer sensitivity to the forest
*Improve character import
*Add more keyboard shortcuts and show on the menu
*Light bleeding through the seems
*Possibly change the ground cover and forest editor to be 2 more generalized editors
*when standing outside of a zone, particles and lights are visible that are created inside of it. the only way that they should be visible is by looking inside the zone through a portal.
*Occlusion Volume. It should have a switch that allows it to effect the terrain behind it or not. As it stands, it causes the terrain to disappear behind it, which u dont always want.
*More 3D imports
*Artist friendly - add sliders along w numbers input
*SKYBOX and SCATTER SKY should work together somehow
*Better animation blending
About the author
http://winterleafentertainment.com/
Chris DeBoy
Sorry for the ridiculously late reply, but I wanted to answer your question about blender:
Why not blender? Blender is great for modeling, but for making structures like buildings and interiors, something with a modeling paradigm more like Constructor, Radiant, or Hammer works better. Perhaps if there's a plugin that recreates a brush-based editor, such a feature wouldn't be necessary, as blender can already export to Collada(and there's continual improvements on the .fbx exporter).
As for the prefab library, that would be a great idea to expand upon, perhaps other vehicles the engine supports and other stuff people can come up with, not just doors.