Map to dif woes
by Scott Burns · in Torque Game Engine · 10/05/2005 (8:28 am) · 6 replies
So here's the problem, we have ton of building models in the openflight format. We want to use those models in a demo that has to be ready next month. We have Deep Exploration so we can convert to 3ds or Max or Maya just fine. We've been trying to convert them from 3ds to map to dif with little to no success. Everytime we try to import a map into Quark it errors out and doesn't load. Usually the error is "floating point error on line 5". So my question is does anyone know of a better way to do this? Or maybe a way to make this daisy chain work? We're using Quark 6.4 aplha 3 and TGE 1.3.
#2
10/05/2005 (1:10 pm)
Well, we've tried them as dts's also with limited success. We managed to get one of the buildings into the demo, but the collision was a little wonky. Subsequent attempts would crash TGE. Does Game Level Builder allow for the Torque entities such as lights to be inserted in it?
#3
But yeah, You would have to break up your models in a major way and reconstruct them to keep your collisions.
You could also use the Synapse Gaming Lighting Pack for excellent lighting.
10/05/2005 (1:22 pm)
I've never used it, but you can load your maps into Quark once culled, convexed, and exported. I know that there are a lot of people who love it, though.But yeah, You would have to break up your models in a major way and reconstruct them to keep your collisions.
You could also use the Synapse Gaming Lighting Pack for excellent lighting.
#4
10/05/2005 (1:31 pm)
Every OpenFlight model I've seen has not been convex and was pretty much impossible to easily convert to a brush-based interior. You are probably better off using dts and fixing raycasts and vehicle collision to work against non-convex's.
#5
Quark was giving us problems, we'll be looking at GLB today, thanks.
@Matt
That sounds like its going to be pretty unpleasant, but if I have to do it then I guess it'll have to be done. My 3D math is a bit rusty, how would I go about fixing that?
10/06/2005 (5:45 am)
@DavidQuark was giving us problems, we'll be looking at GLB today, thanks.
@Matt
That sounds like its going to be pretty unpleasant, but if I have to do it then I guess it'll have to be done. My 3D math is a bit rusty, how would I go about fixing that?
#6
10/07/2005 (10:25 am)
Well, it looks like we've come up with a solution for now. We've succesfully made some building components from scratch and exported them as dts. Then we pieced together the building in the mission editor and all the collision worked correctly. So I guess we'll have to take those openflight models, bring them into maya, cut them apart and reassemble them in-game. This seems to be the simplest solution at the moment, except of course remodeling them in Quark.
Associate David Montgomery-Blake
David MontgomeryBlake