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What is the best editor to build levels with for torque.

by Derrek Powell · in Torque Game Engine · 07/04/2006 (1:18 pm) · 18 replies

I was using 3d game studiopro but had issues and swithed to torque but i hae no idea as of what to use to build lvls with because torque has very few tools. i really like what i have seen with torque im just lost, there are so many editors but i dont know were to start. i wish there was a way to use my 3d studio wed and import to toque, sorry for rant if anyone has good info please post.

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#1
07/04/2006 (1:23 pm)
"Good info":

www.ion-productions.com/search.jpg
#2
07/07/2006 (9:27 am)
I would say Quark is a pretty good one. And the nice part is it can be used to make maps for tons of games like the Quake and Half-Life series' :D.
#3
07/07/2006 (9:39 am)
When you say 'build levels' do you mean build terrain, gui's, drop interiors into the world, or build the actual 3D models themselves?
#4
07/07/2006 (11:09 am)
I must say I completely disagree with Okashira, QuArK is not a good package at all. I would recommend 3D World Studio myself... QuArK's user interface is the ugliest kludge I think I've ever seen.
#5
07/07/2006 (11:22 am)
All of my artists agree with Cliff on this one. Every artist I know hates Quark. Although they say the rest aren't that much better, they do say Quark is the worst. Torque Constructor will be your best bet once it's released.
#6
07/07/2006 (11:29 am)
Yeah, Constructor does look like it's going to be pretty nice.

It's a pity that most of the 3D Studio -> BSP tools are on the weak side, 'cause that's my tool of choice.
#7
07/07/2006 (11:36 am)
useful post C2

Quark, yuk.. Constructor is definitely going to be the best program to go with once they release it.
The beta version is looking great!
#8
07/16/2006 (9:58 pm)
There is this other program that is free and it would make a wonderful bridge between 3dsMAX and Torque its called Getic and it imports not only 3ds file very well it does milkshape 3d native files too and will save in .MAP that load well in other brush based modelers for texturing witch seems like the programs only drawback the program can be found at http://www.zalsoft.com/ and is free as long as no money is made with it....im not shure how much the commercial licence is...
#9
07/16/2006 (11:32 pm)
Getic 1.3 is free for commerical and non-commercial use, however 2.0 is only free if it's non-commercial.
#10
07/19/2006 (7:38 am)
I would suggest trying out Deled. Current version is 1.44, and there is now a .map export plugin that also calles the map to dif plus converter that will convert your object to dif format in one easy step. the plugin is currenttly in a ALpha state but is comming along nicely.

Deled is easy to use, has a good community and the dev's are awesome with support. there is 2 versions of the editor, Lite (Free) and Pro.

Check it out : http://www.delgine.com
#11
07/19/2006 (10:54 am)
I like QuArK, myself. However, once Constructor gets duplicators I expect it to be the premier choice for discerning CSG artists.
#12
07/19/2006 (2:14 pm)
Quark is a big no-no for me.

GtkRadiant is a nice choice, exspecialy if you are already familar with it.
And heres the info/tutorial I wrote for setting it up for use with torque and your own game types + entity defs.
#13
07/22/2006 (8:09 pm)
Once you get used to it, QuArK is really nice. And unless they changed the license, GTKRadient can't be used in comercial games...

-Okashira
#14
07/22/2006 (8:56 pm)
Man, quit with the "GTK can't be used in commercial games" rant. GTKRADIANT CAN BE USED COMMERCIALLY FOR GOD'S SAKE!

*Ahem* Anyway, Constructor will be your best choice. If Constructor ever comes out, it will surpass all others with its amazing support and direct .dif export features. I prefer GTK, since it's my native editor.
#15
07/22/2006 (10:40 pm)
Those Radiant Docks LOOK AWESOME but .... im on a mac.. does anyone know how one might go about setting up radiant for torque on a mac..... check this out.. .its a start.. but im sstilll very confused

www.redsaurus.net/gtkradiant/viewtopic.php?t=6

thanks for any help
#16
07/23/2006 (5:36 am)
I just started working with torque and I would really like to know what other people are using to model levels. The game I am working on is based in an urban environment, so very little of the terrain engine will be used (mostly for background shots). It is my understanding that a brush-based modeller should be used for interiors. If I get this right then should I be modelling the entire city using QuArK or similar tools. Do I create the entire area of the city as one big .map file or do I create each building seperately and lay them out in torque? I assume roads and streets should be created the same way. If the whole level is modelled like this will I even be able to use portals? Please don't tell me to use the search button, because I have and all the useful documents seem to be in the private area.

Also, out of the brush-based modellers, which one supports the most features or produces the nicest looking render. I am especially interested in baking textures with lightmaps, radiosity, etc. to get really dynamic lighting. I have used QuArK and I don't like it at all. Even when I tried it out years ago to mod QuakeII it still seemed outdated. Now its almost a joke. I have Hammer, but it seems like it might be a bit much for Torque. What about this GTKRadient, how does it compare to Hammer? Thanks in advance.
#17
07/23/2006 (7:47 pm)
@C2
Relax. I made it clear that last time I checked that is how it WAS.

This kind of stuff is so opinionated, I hate these types of topics.

-Okashira
#18
07/24/2006 (6:23 am)
QuArK is like Blender: It's really nice once you understand it.

It's still got problems, but I'm pretty much dependant upon Duplicators at this point. There's just something sweet about making a change to one brush and it getting automagically updated to everywhere else the duplicator is.

I believe Constructor will be set up to be more user-friendly, though; more like a traditional 3D modeler. Once it gets its own version of Duplicators, I'll be on it like a fly on sugar. ;-)