Game Development Community

Exporting Diff file from Collada

by Tim Pynegar · in Collada Test · 04/27/2009 (4:14 pm) · 1 replies

Hi,

I'm looking into the possibility of using Torque3D. We've already got some environments indoor and stadiums built. I've had a look around and found this

http://www.garagegames.com/community/blogs/view/14123

Which is the Max2Ctor convertor. This looks like it could work for us however my main concern is that it doesn't check if the brushes are convex. This could mean a lot more additional work on the environments.

My question is does the Collada Torque3D pipeline improve on this and will it still have similar issues.

Thanks,
Tim.

#1
04/29/2009 (9:55 pm)
Since you don't have access to the T3D forums yet you probably havent seen a thread I posted that talks about the Undercity lighting demo mission which is entirely based off of one massive Collada DAE shape with a crap load of shadow casting lights.

Here is a preview image though...fosters.realmwarsgame.com/undercity/ucity00_sml.jpg
One of the big things to keep in mind with T3D is that DIF is a depricated format and isn't recommended as being used anymore (instead Collada with polysoup collision is the recommended format). Thats not to say it won't work, but that its not really optimized or the big format that they recommed working with in T3D.