Torque 3D Wheeled Vehicle Tutorial
by BigDaz · 01/16/2013 (2:21 pm) · 12 comments
This tutorial aims to show how to go from nothing to a drivable vehicle in Torque 3D. I'm no expert and there's lots more to learn but I hope it helps people, especially newcomers, get up and running.
I model a car from scratch and get it driving in T3D in roughly 1 hour. It's not a modelling tutorial per se, it's more about bridging the gap between modeler and engine.
I use Torque 2.0 and Softimage Modtool (Both free)
From www.garagegames.com and from www.autodesk.com/modtool respectively.
To download Modtool it will ask for name, address, phone number etc.
If you don't want to give that information out just type anything in the boxes, or search online and download from another site.
Part 1
Part 2
Part 3
For more Softimage Modtool tutorials search online, sites like youtube etc.
I model a car from scratch and get it driving in T3D in roughly 1 hour. It's not a modelling tutorial per se, it's more about bridging the gap between modeler and engine.
I use Torque 2.0 and Softimage Modtool (Both free)
From www.garagegames.com and from www.autodesk.com/modtool respectively.
To download Modtool it will ask for name, address, phone number etc.
If you don't want to give that information out just type anything in the boxes, or search online and download from another site.
Part 1
Part 2
Part 3
For more Softimage Modtool tutorials search online, sites like youtube etc.
#2
You can make a free YouTube account and upload the videos there.
01/16/2013 (4:20 pm)
Excellent tutorials.You can make a free YouTube account and upload the videos there.
#3
01/17/2013 (1:25 am)
Nice work - most helpful!! Look forward to trying this out.
#4
The mentioning of the Softimage ModTool was a relief for me. Till now i (as the code guy) toyed around with sketchup. Our desingners use AutoDesk Maya for the models. In future i will use the ModTool to make quick changes to the model (especially collisionMeshs - our desingners just don´t get a feeling for that) instead of arguing with them or sketchup.
01/17/2013 (3:21 am)
Nice Tutorial, gives good inside for noobs how to make custom vehicles work!The mentioning of the Softimage ModTool was a relief for me. Till now i (as the code guy) toyed around with sketchup. Our desingners use AutoDesk Maya for the models. In future i will use the ModTool to make quick changes to the model (especially collisionMeshs - our desingners just don´t get a feeling for that) instead of arguing with them or sketchup.
#5
01/17/2013 (6:51 am)
Nice BigDaz!
#6
01/17/2013 (8:34 pm)
Thanks a lot!! sometimes people forget that there are still newbies around, and forget to explain very well. they always assume and make it hard to follow the tutorials.
#8
01/21/2013 (7:25 am)
Thanks man - extremely helpful and much appreciated!
#9
i didnt had much time/ neither patience so i didnt set the springs/hubs up at specific locations however
i was able to export the car/ the wheels
and to get it running in T3D 1.2 MiT
@Steve Acaster
would you be willing to share your Blender/T3D
Character/Animation export?
just a pic or 2 would help out
anyways i know your busy as the rest, still asking doesnt kill :)
edit: regarding my help request
i was just succesful exporting a prerigged character from
Blender into T3D/ nothing mixed up
everything looks fine
when i get a bit more experienced i might target a tutorial
howto export animated characters from blender into t3d bla bla
and just as info it was the lates Blender 2.65 exported as dae
01/22/2013 (12:15 pm)
Many Thx, i tried this in the latest Blenderi didnt had much time/ neither patience so i didnt set the springs/hubs up at specific locations however
i was able to export the car/ the wheels
and to get it running in T3D 1.2 MiT
@Steve Acaster
would you be willing to share your Blender/T3D
Character/Animation export?
just a pic or 2 would help out
anyways i know your busy as the rest, still asking doesnt kill :)
edit: regarding my help request
i was just succesful exporting a prerigged character from
Blender into T3D/ nothing mixed up
everything looks fine
when i get a bit more experienced i might target a tutorial
howto export animated characters from blender into t3d bla bla
and just as info it was the lates Blender 2.65 exported as dae
#10
A problem I'm having trying to modify the TorqueCar. I wanted to make it look more like a simple tank so I added a polymesh cube and made a simple small turret-like shape out of it. I positioned it just on top of the car body and then in the explorer window I moved it into CarBody.
I exported the mod as "TorqueCar" again and opened my Torque3D file. When I import the TorqueCar mesh it doesn't have the turret I added so I'm wondering what I did wrong.
Thanks.
Edit: Nvm, I discovered the problem. I forgot to change the export path from the previous TorqueCar project.
I do have another question though. I created a simple T3D map with some trees on it and I'd like to know how to make the trees as non-collision. In other words, either drive through them or knock them down with the vehicle. Or should I make this question a separate thread?
02/10/2013 (7:37 pm)
I am a true beginner at this and much appreciate this tutorial, very well done.A problem I'm having trying to modify the TorqueCar. I wanted to make it look more like a simple tank so I added a polymesh cube and made a simple small turret-like shape out of it. I positioned it just on top of the car body and then in the explorer window I moved it into CarBody.
I exported the mod as "TorqueCar" again and opened my Torque3D file. When I import the TorqueCar mesh it doesn't have the turret I added so I'm wondering what I did wrong.
Thanks.
Edit: Nvm, I discovered the problem. I forgot to change the export path from the previous TorqueCar project.
I do have another question though. I created a simple T3D map with some trees on it and I'd like to know how to make the trees as non-collision. In other words, either drive through them or knock them down with the vehicle. Or should I make this question a separate thread?
#11
In the forest editor, select the mesh tab and untick collidable.
or if its a shapebase tree, scroll down in the inspector to collisionType and change it to None. :-)
After you get to know the engine better, you could attach a wind emmiter to your vehicle, have it a radial emmiter with a small radius and a high strength, the result will be the trees under you are flattened (they will spring back when you move off them, the effect is nice)
02/17/2013 (2:33 am)
@Ronix, In the forest editor, select the mesh tab and untick collidable.
or if its a shapebase tree, scroll down in the inspector to collisionType and change it to None. :-)
After you get to know the engine better, you could attach a wind emmiter to your vehicle, have it a radial emmiter with a small radius and a high strength, the result will be the trees under you are flattened (they will spring back when you move off them, the effect is nice)
#12
07/17/2013 (11:39 am)
I did everything like in this tutorial, but for some reason my car is generated without wheels. What did I do wrong? 
BigDaz
Ad Hoc Software
Hopefully they'll be back up shortly.