Game Development Community

Would this be possible with blender???

by Joshua Wharton · in Artist Corner · 01/03/2007 (9:14 pm) · 9 replies

I was thinking about trying this with blender to see if it will work before I go purchasing 3D World editor for making .dif structures for my game.

My idea is basically to make structures and tree's with blender and export them as .dts. Then when they're in the world I can place them wherever. Woudl this work or wouldn't it?

Oh, to add to that, how do I give a dts object collision detection so other objects won't go through it?

Thanks.

#1
01/03/2007 (9:34 pm)
First question:

Although doing structures in dts format is ok, you're risking an awful lot of performance. It would be better to just do the models in a map editor. With anything in Torque, you can place objects anywhere in the world you like, so you can do whatever you want.

Second question: You might want to add to your heirarchy of things in your model, and check to make sure you have a collisionbox around the model. THe dts blender docs explain this in more detail.
#2
01/03/2007 (9:38 pm)
What do you mean when you say it will effect the performance? Does that mean it will make the game lag or something? I mean its the same amount of detail and geometry as a .dif object would be right? So wouldn't the performance be just the same?

I do appreciate your help too. Thanks a lot.
#3
01/03/2007 (9:47 pm)
First, there's a DIF exporter for Blender, although I've not tried it out yet...

See this thread for more information.

*Edit, ok, not exactly a DIF exporter... a MAP exporter, then you can use Map2Dif_plus to convert it to a DIF.
#4
01/03/2007 (10:51 pm)
Thanks tony
#5
01/03/2007 (11:20 pm)
We've been having some luck with the Blender map exporter so far. It still remains to be seen how the performance is, but I ran the .dif file that Terry created and it worked OK in Torque.

www.lowpolycoop.com/forum/viewtopic.php?t=565

Scott
#6
01/06/2007 (2:39 am)
I Had the same question as Joshua when I started with Torque.

Choice between Dif and Dts is really important choice.

DTS :
All shapes can works. (Concave, convex)
Collision is a step that doesn't exist with DIF
Lighting DTS isn't always easy.
Large amount of DTS can make your FPS rate drop drastically

DIF :
Only convex shapes can work
No collision step to do.
Lighting can be made (partially) with Blender (saving FPS rate ingame)

So, In my game (www.ascensionwars.com, I use DIF for buildings, dungeons and tileset stuff, and DTS fot other shapes (Trees, pleacables objects like bench, tables, stools, and so on).
#7
01/06/2007 (10:58 am)
Thanks Vincent. I appreciate it.
#8
02/01/2007 (1:58 pm)
I thought that DTS is static shapes and DIF is "interiors" (ie concave)
#9
02/01/2007 (2:07 pm)
DTS shapes allow for more complex mesh data and animations. DIF's use CSG mesh data for fast bsp visualization and collision detection.