3D World Studio Wiki
by Leadwerks · in Artist Corner · 10/03/2005 (10:00 am) · 32 replies
I created a wiki page for 3D World Studio. Now users can add and edit tutorials and articles about 3D World Studio. I am very excited about all the great community information this can form.
The tutorials have sections for each popular 3D package the program is used by. I put a tutorial up on using 3D World Studio with Torque. I have a very active Torque userbase, so expect more soon.
www.leadwerks.com/developer
The tutorials have sections for each popular 3D package the program is used by. I put a tutorial up on using 3D World Studio with Torque. I have a very active Torque userbase, so expect more soon.
www.leadwerks.com/developer
#2
Fixed :]
It's a wiki, if you see an inaccuracy, you can always go in and fix it.
10/03/2005 (1:19 pm)
Quote:
In your wiki, it says"However, Torque Game Engine only supports .jpg and .bmp textures."
It also supports .png and .tga , maybe others too, but I haven't had need of more.
Fixed :]
It's a wiki, if you see an inaccuracy, you can always go in and fix it.
#3
10/03/2005 (1:26 pm)
Ya, I didn't want to edit it, as cShop didn't support png tga etc, so I wasn't sure if that was perhaps the reason it was written like that.
#4
I am going to add .dts mesh import and .mis export. I just set up the .b3d exporter, which has the option to launch a Blitz3D program and run the map when exported. Ultimately, i want to set this up so you can export a Torque .mis file and run the map in your own Torque project, in a single step.
10/03/2005 (1:36 pm)
The site you linked to is TheGameCreators.com. They sell the program as well, but they handle their orders separately from me. I sent your order. I send them out about once or twice a day. Thank you.I am going to add .dts mesh import and .mis export. I just set up the .b3d exporter, which has the option to launch a Blitz3D program and run the map when exported. Ultimately, i want to set this up so you can export a Torque .mis file and run the map in your own Torque project, in a single step.
#5
But if it gets to where you can export to a .mis with lighting etc etc, we'll be buying a few copies. I'm sure a ton of people would upgrade for that.
10/03/2005 (2:13 pm)
I've held off on buying World Studio because I haven't found anything that made it a need rather than a want over cShop, and I'm sure alot of others stand there as well. But if it gets to where you can export to a .mis with lighting etc etc, we'll be buying a few copies. I'm sure a ton of people would upgrade for that.
#6
As in, designing a complete mission file in 3DWS, including .dts objects and then exporting it?
10/03/2005 (2:26 pm)
.mis export?As in, designing a complete mission file in 3DWS, including .dts objects and then exporting it?
#7
10/03/2005 (2:31 pm)
That is precisely what TGE/TSE needs.
#8
10/03/2005 (2:47 pm)
I think so, too :-).
#9
If .mis is an ASCII format, I can probably have an exporter working some time today. .dts loading will take a little longer.
10/03/2005 (2:57 pm)
Are there any specs on the .mis or .dts file formats?If .mis is an ASCII format, I can probably have an exporter working some time today. .dts loading will take a little longer.
#10
10/03/2005 (3:00 pm)
Just mailed a sample to you.
#11
10/03/2005 (3:41 pm)
Aw, beat me to it! :)
#12
-Terrain will not be supported until I add terrain in the editor.
-The .mis file will export a mission that loads one instance of the current map, and places it at 0,0,0.
-All .mis files parameters can be handled with point entities.
Can Torque programs be launched with a commandline to tell it what .mis to load? If so, I can make it so you can export and launch your Torque game right from the editor.
10/03/2005 (3:48 pm)
That was extremely easy.-Terrain will not be supported until I add terrain in the editor.
-The .mis file will export a mission that loads one instance of the current map, and places it at 0,0,0.
-All .mis files parameters can be handled with point entities.
Can Torque programs be launched with a commandline to tell it what .mis to load? If so, I can make it so you can export and launch your Torque game right from the editor.
#13
That I don't know. I would assume so, however someone who does know should answer that :)
10/03/2005 (4:23 pm)
OOOO Spiffy!That I don't know. I would assume so, however someone who does know should answer that :)
#14
10/03/2005 (4:33 pm)
Hey Josh, you can use the command line param "-mission" to specify a mission to load.
#15
Why is the .b3d tutorial on Meta-Wiki? That seems highly inappropriate to me. I've copied the content to Wikipedia. You may wish to upload the missing image to Wikipedia as I don't know the licence you want to use.
Wikicities may also be a more appropiate host than Wikipedia.
10/03/2005 (9:17 pm)
Josh:Why is the .b3d tutorial on Meta-Wiki? That seems highly inappropriate to me. I've copied the content to Wikipedia. You may wish to upload the missing image to Wikipedia as I don't know the licence you want to use.
Wikicities may also be a more appropiate host than Wikipedia.
#16
I downloaded mediawiki and installed it on my own server. Will post a link when it is ready.
I didn't realize that wikipedia was just one wiki. I thought it was just a unique web site.
10/03/2005 (10:39 pm)
I got wiki-lost on that wiki-wiki-website.I downloaded mediawiki and installed it on my own server. Will post a link when it is ready.
I didn't realize that wikipedia was just one wiki. I thought it was just a unique web site.
#17
I acchieved the direct loading of mission files by making these changes. I used starter.fps as a starting point.
1. open client/init.cs and locate loadMainMenu. Replace it with:
2 (Variant A).
To disable the splashscreen you can either edit client/init.cs in line 112
by commenting out
But the proper way would be to introduce a flag 'skipsplash' as a command line parameter, so better edit project.base/main.cs
and insert after
10/03/2005 (10:48 pm)
@josh: I second Andrews statement.I acchieved the direct loading of mission files by making these changes. I used starter.fps as a starting point.
1. open client/init.cs and locate loadMainMenu. Replace it with:
function loadMainMenu()
{
if ($missionArg !$= "") {
Canvas.setCursor("DefaultCursor");
createServer("SinglePlayer", $missionArg);
// Make a local connection
%conn = new GameConnection(ServerConnection);
RootGroup.add(ServerConnection);
%conn.setConnectArgs("Player");
%conn.setJoinPassword("None");
%conn.connectLocal();
}
else
{
// Startup the client with the Main menu...
Canvas.setContent( MainMenuGui );
// Make sure the audio initialized.
if($Audio::initFailed) {
MessageBoxOK("Audio Initialization Failed",
"The OpenAL audio system failed to initialize. " @
"You can get the most recent OpenAL drivers <a:www.garagegames.com/docs/torque/gstarted/openal.html>here</a>.");
}
Canvas.setCursor("DefaultCursor");
}
}2 (Variant A).
To disable the splashscreen you can either edit client/init.cs in line 112
by commenting out
// loadStartup();and inserting
loadMainMenu();2 (Variant B).
But the proper way would be to introduce a flag 'skipsplash' as a command line parameter, so better edit project.base/main.cs
and insert after
switch$ (%arg)
{ this here//--------------------
case "-skipsplash":
$skipsplash=1;and in client/init.csif ( $skipsplash $= 1 )
{
loadMainMenu();
}
else
{
loadStartup();
}With these two modification (1. and 2b.) you would start Torque liketorqueDemo.exe -game starter.fps -mission project.base/data/missions/mission2.mis -skipsplash
#18
www.leadwerks.com/developer
10/03/2005 (11:57 pm)
Okay, I set up a real wiki. I didn't realize wikipedia was just one wiki:www.leadwerks.com/developer
#19
10/04/2005 (12:42 am)
The page on Meta has been deleted, and the two tutorials on Wikipedia have been marked for deletion - "Wikipedia is not a software manual or collection of howtos." It also appears someone undeleted the Wikipedia entry for you on 3D World Studio :) The Wikipedia community's speed never ceases to amaze me.
#20
I uploaded a killer tutorial for Blitz3D, but no one seemed to notice. I need to finish the .dbo exporter, then I am going to look at writing a Torque entity definition file, and a mission exporter.
I am considering using Torque in the future, especially because of the XBox 360 deal.
10/05/2005 (1:42 am)
The more I play with it, the more I am liking Torque. I really want my editor to integrate well with Torque, and I want to put a lot of effort into presenting good tutorials and documentation.I uploaded a killer tutorial for Blitz3D, but no one seemed to notice. I need to finish the .dbo exporter, then I am going to look at writing a Torque entity definition file, and a mission exporter.
I am considering using Torque in the future, especially because of the XBox 360 deal.
Torque Owner Chris
It also supports .png and .tga , maybe others too, but I haven't had need of more.