Stairway to heavens with Constructor
by Apparatus · in Artist Corner · 02/01/2007 (1:03 pm) · 3 replies
I've been using Hammer and Quark and Radiant for a long time and one thing I know: out of blocks there is no intricate geometry, awesome detail, everything is, well, ..blocky. Being able to use the brush building as a barebone for visuals and collisions and on top of that to get the awesome chance to add detail using traditional 3d models, wow... that is a huge step ahead.
So how would you do it? Okay, you just start by adding your player static mesh in for size, dimension and all that. Start blocking out the building, finish it's main structural details and export it (lwo for now) to a 3d app. There you can build the rest of it - windows, electric panels, pipings and vents, lights and ..you name it. Get back to Constructor, assemble all that and export to Torque. The big question is: is this possible??
I have this image in another thread as well but I'll put it here to be seen in case you're not interested in that other thread and you miss it.

Dts, dif. On top, the new lightmap code working awesome. None of the casting or receiving dts shapes have collisions..
Regards
So how would you do it? Okay, you just start by adding your player static mesh in for size, dimension and all that. Start blocking out the building, finish it's main structural details and export it (lwo for now) to a 3d app. There you can build the rest of it - windows, electric panels, pipings and vents, lights and ..you name it. Get back to Constructor, assemble all that and export to Torque. The big question is: is this possible??
I have this image in another thread as well but I'll put it here to be seen in case you're not interested in that other thread and you miss it.

Dts, dif. On top, the new lightmap code working awesome. None of the casting or receiving dts shapes have collisions..
Regards
About the author
Tarakibu Studio
#2
1) Load building.dts in C'tor
2) Import static mesh representing player (for scaling)
3) Adjust building.dts size to fit player scale
4) Build C'tor brushes around building.dts to form building shape
5) Edit new brush set for fine details (such as window/door placement and aesthetic features)
6) Texture
7) Export
I guess placement of pipes, ladders, and props are the next step. This is a slated feature to be in the final product. This will even generate the lightmaps and shadows for you.
02/01/2007 (2:48 pm)
This is more or less how I've been making my interiors. I have close to 200 buildings that are in .DTS form. Here's my workflow:1) Load building.dts in C'tor
2) Import static mesh representing player (for scaling)
3) Adjust building.dts size to fit player scale
4) Build C'tor brushes around building.dts to form building shape
5) Edit new brush set for fine details (such as window/door placement and aesthetic features)
6) Texture
7) Export
I guess placement of pipes, ladders, and props are the next step. This is a slated feature to be in the final product. This will even generate the lightmaps and shadows for you.
#3
02/01/2007 (2:56 pm)
I'm not sure if placement means mission-ready export or if it means reference placement in C (which is already there).
Associate David Montgomery-Blake
David MontgomeryBlake