Torque Pipe line Best choice ?
by RageO · in Artist Corner · 01/13/2007 (12:08 pm) · 15 replies
Well I have been modeling a bit each day and importing to Torque with varying results. In short I am about to go mad trying to get models into Torque!!
Now I understand about the csg editors for map files and dif files but Its killing me trying to get solid results!
I have Cshop (with the torque pipe line), Hammer , quark, Milkshape, and Max 7(with GLB free version).
I am now looking into 3d world studio and Silo etc.... I do not wish to keep buying model programs or exporters like GLB 3 that only get me part way or half way to where I want. The map exporter for GLB does not seem to produce consistant results when using the map2dif converter or when importing to Cshop and then trying to re-export as a dif...
I cant believe its such a pain to get models into torque. I want to make race tracks for a racing game. Now Ive been using GLB in max and making some great tracks. But most of the time I cannot get them to export. Then when I do that map file is completely screwed up in Cshop or the map2dif makes an invisible model!!Or some thing else entirely different happens.
I know its because of geometry but I dont want to build a track in Cshop or hammer or quark! Ive looked into dts as tracks but I cant seem to get the collision right on these! Im sick of getting these varying results without any consistancy. I know constructor(Please come out soon) is comming out but in the mean time.
What is a good consistant way I can make .dif models for torque(what program) that will give me the MOST options such as splines or other modifiers etc.. Other than just using Cshop , quark , or hammer ?
Or what is the most consistant way to get a good dts(such as a track) model with accurate collision with minimum fuss ?
I have tried many other game engines and I have my likes and dislikes about them. Torque has all of the options I want but the model pipeline is driving me nuts.
Now I understand about the csg editors for map files and dif files but Its killing me trying to get solid results!
I have Cshop (with the torque pipe line), Hammer , quark, Milkshape, and Max 7(with GLB free version).
I am now looking into 3d world studio and Silo etc.... I do not wish to keep buying model programs or exporters like GLB 3 that only get me part way or half way to where I want. The map exporter for GLB does not seem to produce consistant results when using the map2dif converter or when importing to Cshop and then trying to re-export as a dif...
I cant believe its such a pain to get models into torque. I want to make race tracks for a racing game. Now Ive been using GLB in max and making some great tracks. But most of the time I cannot get them to export. Then when I do that map file is completely screwed up in Cshop or the map2dif makes an invisible model!!Or some thing else entirely different happens.
I know its because of geometry but I dont want to build a track in Cshop or hammer or quark! Ive looked into dts as tracks but I cant seem to get the collision right on these! Im sick of getting these varying results without any consistancy. I know constructor(Please come out soon) is comming out but in the mean time.
What is a good consistant way I can make .dif models for torque(what program) that will give me the MOST options such as splines or other modifiers etc.. Other than just using Cshop , quark , or hammer ?
Or what is the most consistant way to get a good dts(such as a track) model with accurate collision with minimum fuss ?
I have tried many other game engines and I have my likes and dislikes about them. Torque has all of the options I want but the model pipeline is driving me nuts.
#2
Try using boxes! (and maybe cylinders and spheres)
Try not to mirror Geometry as it messes with the normals and such!
Dont worry.. you aint the only sufferer... i believe many others would use GLB if it weren't so picky
01/13/2007 (3:52 pm)
The problem with GLB is that it is very picky about geometry.. Try using boxes! (and maybe cylinders and spheres)
Try not to mirror Geometry as it messes with the normals and such!
Dont worry.. you aint the only sufferer... i believe many others would use GLB if it weren't so picky
#4
Thank you! I have not seen this I am going to add this later and give it a go.
Thanks for the resopnses. I think I was about to go out of my head over this. I have been concentrating on learning how the scripting works and just when I think I can do a few things with it. I run into this model wall(Hard). I was not expecting to have this problem I assumed most of my troubles would be learning the scripting. I have little C++ experience. Ive been coding games in DBP using NG for collisions. So I just new all my troubles would come from the coding but turns out the model thing bit me instead :)
I have looked into making terrain tracks but I am afraid I am just not that good at creating height maps to get the hilly (gradual hills) results I would want.
I hope this polysoup code will work for me.
Thanks again
RageO
01/13/2007 (10:54 pm)
@ TomThank you! I have not seen this I am going to add this later and give it a go.
Thanks for the resopnses. I think I was about to go out of my head over this. I have been concentrating on learning how the scripting works and just when I think I can do a few things with it. I run into this model wall(Hard). I was not expecting to have this problem I assumed most of my troubles would be learning the scripting. I have little C++ experience. Ive been coding games in DBP using NG for collisions. So I just new all my troubles would come from the coding but turns out the model thing bit me instead :)
I have looked into making terrain tracks but I am afraid I am just not that good at creating height maps to get the hilly (gradual hills) results I would want.
I hope this polysoup code will work for me.
Thanks again
RageO
#5
Here what got so far.
The car is sitting on a hill.

Showing the track from distance.

Showing the road texture. I did not texture the curves because I am having problem with map2dif reading the uv, I need to check it to that.
01/14/2007 (7:53 am)
I am test building tracks in gamespace. I will let you what the result are when I finished.Here what got so far.
The car is sitting on a hill.

Showing the track from distance.

Showing the road texture. I did not texture the curves because I am having problem with map2dif reading the uv, I need to check it to that.
#6
01/14/2007 (5:31 pm)
Fucifer your crazy dog. I like it. Thanks for the code help earlier. Gamespace I will have to give it a try.
#7
01/14/2007 (7:44 pm)
Looking good!
#8
01/14/2007 (7:49 pm)
I am write a tutorial, I should have it done in couple days. I will email it to you. I still need to work out somethings.
#9
01/14/2007 (10:36 pm)
Polysoup is TSE only? Ho hum...
#10
That is right along the lines of what I am trying to accomplish(only more hills) so I can build the terrain up to it to make long high winding roads. I just cannot get the .map to export or the .dif is usually messed up.
If you are able to achieve those results with game space and get them into torque I may look into purchasing gamespace. The only thing is I never ever liked true space so I will have to force myself to learn it.
A tutorial would be greatly appreciated. I am able to make great tracks. But some where along the lines of making them the geometry goes bad or in Cshop now the blocks I rotate seem to tear for some reason and the blocks on something like an acending curve seem to separate and twist. Its honestly driving me bonkers!
Question.
Does game space have a .map export ? I assume it does since you've made a track and git it into torque.
As for the polysoup code I have net even attempted to merge and compile it. I am afraid I may mess it up since I am not that familiar with c++
01/15/2007 (12:22 am)
@ FuciferThat is right along the lines of what I am trying to accomplish(only more hills) so I can build the terrain up to it to make long high winding roads. I just cannot get the .map to export or the .dif is usually messed up.
If you are able to achieve those results with game space and get them into torque I may look into purchasing gamespace. The only thing is I never ever liked true space so I will have to force myself to learn it.
A tutorial would be greatly appreciated. I am able to make great tracks. But some where along the lines of making them the geometry goes bad or in Cshop now the blocks I rotate seem to tear for some reason and the blocks on something like an acending curve seem to separate and twist. Its honestly driving me bonkers!
Question.
Does game space have a .map export ? I assume it does since you've made a track and git it into torque.
As for the polysoup code I have net even attempted to merge and compile it. I am afraid I may mess it up since I am not that familiar with c++
#12
Anthony, I am using TGE 1.5.0 with normal dif collision.
01/15/2007 (5:19 am)
Thanks. I am using GameSpace with Level Exporter. Using GameSpace is very easy to get tracks out of it in to Torque. The problem is when you do 90 curves the texture uv does not convert properly with map2dif. They look find in GameSpace but does not convert correctly. I am looking at map2dif code to see if I can fix this problem. I going try a work around to day to see if it works. I have not use polysoup code I own TGEA but I have not test it. The track is using the normal dif collision. In the third picture you will notice a darker gray right before the road texture that is a shadow cause by the brush been alittle higher. I did this on purpose to test the collision as far the car it is just little bump in the road. So far collision is outstanding. The third track took about 20 minutes.Anthony, I am using TGE 1.5.0 with normal dif collision.
#13
You may notice in this picture there is some missing faces from some of the brushes. It is
happen when converting with map2dif. But the good news is I create work around for the texture
in the curve.

This picture the texture and everything convert good but it less smooth in the curve. I used
a wide brush to make curve in this one.

Here a closer picture.
01/15/2007 (11:55 am)
I been doing some more testing. I still have somethings to work out. The broke texture in the picture is due where I am back off with the camera in Torque. The texture is smooth on the whole track.You may notice in this picture there is some missing faces from some of the brushes. It is
happen when converting with map2dif. But the good news is I create work around for the texture
in the curve.

This picture the texture and everything convert good but it less smooth in the curve. I used
a wide brush to make curve in this one.

Here a closer picture.
#14
Are you able to get this kind of dif import if you deform the spline or track more height wise ?
Im refering to something like a winding mountain road or something along those lines.
01/15/2007 (10:31 pm)
Looking great Fucifer.Are you able to get this kind of dif import if you deform the spline or track more height wise ?
Im refering to something like a winding mountain road or something along those lines.
#15
01/16/2007 (5:00 am)
Thanks! You talking about hills in the tracks, if so yes you can. Email me simple drawing or picture of what you talking about. I will set one up. You have to watch the degree of angle because map2dif will leave out face from the brush if the angle is to sharp. But I think I have found way around that. Here one with curves that are smoother.
Torque 3D Owner Adam
Adam deGrandis
Sorry to be the bearer of potentially bad news. Getting nice looking tracks into Torque without getting your hands dirty with code is - as youve found out - a hard thing to do.