Building Interiors with Maya?...
by Duey Oxburger · in Torque Game Engine Advanced · 03/22/2009 (5:05 pm) · 6 replies
Hey Lads,
-How does on build/export/import an interior using Maya 2008 PC?
I'm running TGEA.
Thx
D
-How does on build/export/import an interior using Maya 2008 PC?
I'm running TGEA.
Thx
D
About the author
#2
03/22/2009 (7:08 pm)
Thanks Mike... Uhhh, whats Polysoup...? <:)
#3
video.aol.com/video-detail/loading-and-configuring-polysoup-models-in-tgea-17-be...
www.garagegames.com/community/blogs/view/13709
www.youtube.com/watch?v=vl--48f_65U
03/22/2009 (8:03 pm)
If you are using tgea, then in the inspector, there is a checkbox near the bottom to make your object collideable using polysoup collision detection.video.aol.com/video-detail/loading-and-configuring-polysoup-models-in-tgea-17-be...
www.garagegames.com/community/blogs/view/13709
www.youtube.com/watch?v=vl--48f_65U
#5
Valve's Hammer is your best bet for making DIFs in my opinion. There are lots of other apps that will also work just fine, that's just my choice.
There are several major advantages to DIF -- collision performance, portal rendering, and shadow maps.
Collision performance is less of an issue than it used to be with polysoup built into the engine. Portal rendering can still be very useful for controlling which parts of your interiors and the objects in them are rendered, but it's only really useful for large, complex interiors like the kinds you see in traditional FPS games.
As far as I know, though, the shadow maps used for all static objects aren't rendered onto static DTS objects. I definitely haven't tested this lately, but I'd assume it's still true.
Now, if you're planning to move to T3D, there will be a new, completely dynamic (no pre-rendered shadow maps) lighting system which makes this a non-issue.
03/26/2009 (12:50 pm)
You won't really get any decent results using Maya to make DIFs. CSG modeling relies on convex brush-based modeling. It's like building with Legos, if there were no convex lego pieces.Valve's Hammer is your best bet for making DIFs in my opinion. There are lots of other apps that will also work just fine, that's just my choice.
There are several major advantages to DIF -- collision performance, portal rendering, and shadow maps.
Collision performance is less of an issue than it used to be with polysoup built into the engine. Portal rendering can still be very useful for controlling which parts of your interiors and the objects in them are rendered, but it's only really useful for large, complex interiors like the kinds you see in traditional FPS games.
As far as I know, though, the shadow maps used for all static objects aren't rendered onto static DTS objects. I definitely haven't tested this lately, but I'd assume it's still true.
Now, if you're planning to move to T3D, there will be a new, completely dynamic (no pre-rendered shadow maps) lighting system which makes this a non-issue.
#6
03/26/2009 (1:35 pm)
@Henry: if you import DTS shapes into Constructor and embed them inside a DIF they'll get lightmaps.
Torque Owner Mike Rowley
Mike Rowley