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Re: Torque Constructor release - April 9th - for f [Re: bstudio] #121125
04/12/07 13:12
04/12/07 13:12
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
I Have Tested it with only one Block, i domt think that is Complex

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Torque Constructor release - April 9th - for f [Re: rvL_eXile] #121126
04/12/07 14:32
04/12/07 14:32
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
well, i did both (one block and complex structure) but it both worked :S and it's with the 6.50.6 engine


BASIC programmers never die, they GOSUB and don't RETURN.
Re: Torque Constructor release - April 9th - for f [Re: xXxGuitar511] #121127
04/12/07 16:15
04/12/07 16:15
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I got the same error...

A6.50.6




Me too.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Torque Constructor release - April 9th - for f [Re: bstudio] #121128
04/13/07 10:53
04/13/07 10:53
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
@ Bstudio

Quote:


well, i did both (one block and complex structure) but it both worked :S and it's with the 6.50.6 engine




Cheats??


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Torque Constructor release - April 9th - for f [Re: rvL_eXile] #121129
04/13/07 13:35
04/13/07 13:35
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
cheats??? don't get it.

With the cathedral example saved as .map i get the error, but with things like one block it doesn't give me that error. It just imports it and when i add a WAD file with the textures even the textures show

edit:
maybe a exporter is possible, just have to figure out the differences between the 3dgs .map files and those of constructor

edit2:
Ok, looked at it. shouldn't be too hard. I'll start on a converter right away

Last edited by bstudio; 04/13/07 13:54.

BASIC programmers never die, they GOSUB and don't RETURN.
Re: Torque Constructor release - April 9th - for f [Re: bstudio] #121130
04/13/07 18:05
04/13/07 18:05
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
SWEET!

Would be VERY helpful...

especially if you could export lightmaps for static meshes and such, but now I'm just dreaming, lol.

Hey, I've got a idea. Wouldn't it be possible to make a program that converted blocks to models from within the WMP file? For blocks you could simply find their positions, and create 6 meshes.... NVM


xXxGuitar511
- Programmer
Re: Torque Constructor release - April 9th - for f [Re: xXxGuitar511] #121131
04/15/07 06:10
04/15/07 06:10
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
If i have understood ure Question right, you would convert Blocks (WMP) to Models (MDL)... Maybe import the .wmp into the MED

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Torque Constructor release - April 9th - for f [Re: rvL_eXile] #121132
04/15/07 06:12
04/15/07 06:12
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Not what I meant... lol.

My idea is possible, but would take to much work...


xXxGuitar511
- Programmer
Re: Torque Constructor release - April 9th - for f [Re: xXxGuitar511] #121133
04/15/07 07:35
04/15/07 07:35
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
I Have tested the .map File with the Valves Hammer Editor ,it Works. This Tool is free an good to handle... I dont use the Torque Construction thing, i have more good experience with the Valves Hammer Editor, its easy an fast...

cYa Sebastian

Last edited by Angel; 04/15/07 07:36.

Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Torque Constructor Review [Re: rvL_eXile] #121134
05/08/07 22:27
05/08/07 22:27
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I have been working with the Torque Constructor right now. Here is a little review if you are interested:

The tool is together with the Lawmaker-editor one of the best world editors I used so far. It works very fast and reliable. CSG subtracts don't produce texture movements like WED often does. CSG subtract creates perfect brushes. There is no need to find work-arounds. You can just use it.

Texturing works fast. You don't have to open a properties window like you do in WED all the time. You just see all properties at the left side of the window.

Shadowmaps can be created in a second. Just press a button and you see lights in your windows. Every window can show wireframe, solid, textured, light-mapped and dynamic lighted scenes.

The real-time preview is fantastic and you can move through the scene like you do in a shooter: when you press the right button then you can just move around with WSAD and look with mouse movements.

It is rock stable and did not crash a single time.

I created a house with 6 rooms in 2 floors. It was fun, really. All my friends from MSN already know it

Here is the result:



And now to answer the most important question: "How can I get a level to Gamestudio?"

I exported it to map and imported into WED. It did not work. Then I imported into Quark and exported again as a map-file. Now I was able to load it into WED but all textures are gone. And all lights suddenly have the same color and same range.

So I had to re-work the level and got this in the 3dgs engine (A6.5):



This is not an optimal work-flow. But there are interesting things:

Even when you use many detail-brushes and rotated blocks you will realize that the level compiles much faster as the same level that you create with WED.
I don't know a good reason for that. Maybe it is because of the better precision of the Constructor. Maybe it does a better job with coordinates than WED. WED often has some strange floating numbers instead of integers when you look into a WMP file. This happens even if you use vertex-snapping.

At the end I wish that I could do all level editing in Constructor. But converting files to WMP needs some re-work.

So my idea is:
Create levels in Constructor. Prototype lighting and textures. But do the final texturing and lighting in Gamestudio since you cannot transfer them.

Maybe there are some of you with ideas to overcome this problem? Maybe some experienced Quark users around here can help me?


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