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
#22
I read though kind of quick, but I didn't notice any 'core' stability complains, which was what I thought you were originally commenting on.. That was why I posted back; I have not noticed any major crashes while working with the latest EA version.
On a light hearted note:
When I read that I was reminded that I spent over $30 dollars at the gas station the other day, and was not even close to being empty! Now, You've got to admit that 3dws is worth at least 2 trips to the gas station. ;) LOL
B--
10/12/2005 (10:06 pm)
@Teri: After reading the posts from the link I can see more clearly where you are coming from. I agree that features are not complete yet, and asking game developers to help support specific import/export features could be considered inappropriate by some.I read though kind of quick, but I didn't notice any 'core' stability complains, which was what I thought you were originally commenting on.. That was why I posted back; I have not noticed any major crashes while working with the latest EA version.
On a light hearted note:
Quote:
We didn't find it to be value for dollar in its current state.
When I read that I was reminded that I spent over $30 dollars at the gas station the other day, and was not even close to being empty! Now, You've got to admit that 3dws is worth at least 2 trips to the gas station. ;) LOL
B--
#23
10/12/2005 (10:32 pm)
Haha, you got me with that one
#24
Torque .mis export was not in my original plan. I am going to work on the features I was planning on before I start adding new ones. I will eventually implement Torque .mis export, but it won't be until I finish the other features in my original plan. So if someone wanted to modify the source to the .map exporter to handle .mis export as well, they have the ability to. That's the idea of plugins. The user can modify them to suit their own needs.
10/12/2005 (10:38 pm)
Your refund has been processed.Torque .mis export was not in my original plan. I am going to work on the features I was planning on before I start adding new ones. I will eventually implement Torque .mis export, but it won't be until I finish the other features in my original plan. So if someone wanted to modify the source to the .map exporter to handle .mis export as well, they have the ability to. That's the idea of plugins. The user can modify them to suit their own needs.
#25
You mean the way GG does with TGE, TSE, T2D etc?
lol.
10/12/2005 (11:28 pm)
Quote:@Teri: After reading the posts from the link I can see more clearly where you are coming from. I agree that features are not complete yet, and asking game developers to help support specific import/export features could be considered inappropriate by some.
You mean the way GG does with TGE, TSE, T2D etc?
lol.
#26
Do you use The Mission editor to add .DTS objects like doorways, crates, pipes etc.. etc...
Or is there some secret way to use "point entities in" .map -> .Dif file ??
If so witch class shall i use ?? any ex.
/Alienforce
10/13/2005 (7:50 am)
A quick question to all mappers here.Do you use The Mission editor to add .DTS objects like doorways, crates, pipes etc.. etc...
Or is there some secret way to use "point entities in" .map -> .Dif file ??
If so witch class shall i use ?? any ex.
/Alienforce
#27
05/13/2006 (6:47 am)
Will the exporter be able to export terrains and meshes to Torque?
#28
05/13/2006 (1:57 pm)
Crates and pipes ect should be models and not brushes.
#29
05/14/2006 (7:01 am)
Yes, I know, but the 3d World Studio can place meshes/models right in the constructor, but I have no idea how to export them to Torque. Is it/will it be possible? It would make level-design many times more amazing
#30
www.leadwerks.com/forums/viewtopic.php?t=215&highlight=source
It is unlikely that you will be able to add and position DTS shapes from directly within 3DWS.
05/14/2006 (7:16 am)
From LeadWerks forums:www.leadwerks.com/forums/viewtopic.php?t=215&highlight=source
It is unlikely that you will be able to add and position DTS shapes from directly within 3DWS.
#31
05/14/2006 (7:18 am)
Seriously would love a .mis exporter, especially if the lighting had support for TLK. That would save me a ton of time :)
#32
05/14/2006 (7:58 am)
Http://www.leadwerks.com/forums/viewtopic.php?t=88
Torque 3D Owner Brandon Maness
Don't think I'm an advocate of 3dws, it is not a perfect application, but I have purchased both versions of his software, and know first hand how difficult it is to produce an application. I think it's good to support those spending time developing applications for indies.
Josh has spent a good portion of time streamlining Torque .dif export, and for that I'm thankful. I'm curious if you've spent any time posting your stability issues in an attempt to get them resolved?
B--