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Re: Torque Constructor Review [Re: Machinery_Frank] #121135
05/08/07 23:08
05/08/07 23:08
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
quite interesting, thanks frank for testing.
do you own milkshape? i'd be interested if loading the map file in milkshape works. if so, converting to a gs-format should be possible, at least it's my first thought that i had while reading your review.

Re: Torque Constructor Review [Re: Machinery_Frank] #121136
05/09/07 00:50
05/09/07 00:50
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
So Frank you gonna push me to collect Torque, i don't want to program ,
but if it has the tools to entire level editying workflow fast and efficient ...

yeah nowadays tools are very important , lot of us are not independant studios with their armada of tool programmer.
and when you can have a complete terrain editor, interior , complete fast quality lightmapping for interior and object on terrain ...
i htink you have just to express yourself and avoid loosing time on conversions
and other time loosing things.


And their license is ok for me i will never sell a game i think
so their fees won't risk to apply to me.

And 3DGS fans , be rassured 3DGS still remain one of my favourites indeed

no demo of their tool , just to play with ?

Re: Torque Constructor Review [Re: TheExpert] #121137
05/09/07 06:44
05/09/07 06:44
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
TheExpert:
Constructor is free. You only have to give them your email address and then you can download it.

Broozar:
Interesting idea. I did not know that milkshape can load and save .map files.

All:
I forgot to mention that Constructor allows to load every arbritary mesh (static meshes as models) into the scene and that those static meshes cast wonderful static soft shadows.

I will show some examples later on.

By the way: Rotating and scaling is so fast in Constructor. All of you who know the in-game editor of Torque already know that you only have to press STRG or ALT to change into these modi. No clicking at buttons necessary. You work with the speed of your thoughts.
You can even rotate in 15 degree steps if you want to make well aligned rotations. Then you have to press Shift wile performing the rotate action.


Models, Textures and Games from Dexsoft
Re: Torque Constructor Review [Re: Machinery_Frank] #121138
05/09/07 07:56
05/09/07 07:56
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
User
bstudio  Offline
User

Joined: Aug 2006
Posts: 652
Netherlands
Nice frank


BASIC programmers never die, they GOSUB and don't RETURN.
Re: Torque Constructor Review [Re: bstudio] #121139
05/09/07 20:22
05/09/07 20:22
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
the problem of BSP based levels is that perhaps not all tools , make lot of unecessar vertexs, i don't know if they have a "join vertex" function ?
i m' not expert in nothing and even less in BSP system

Re: Torque Constructor Review [Re: TheExpert] #121140
05/10/07 21:13
05/10/07 21:13
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
Here are the images of my test level to check static meshes plus soft shadows:

The first image shows you the level without any lighting, flat and ugly:


And here the same scene with one point light creating shadow-maps for blocks and static model-meshes:



This makes quite a difference.

Torque games can be quite beautiful now. The crazy thing about this is: The shader-demo of Torque claims that the shaders work even on top of light-mapped geometry. Imagine this, how beautiful a level can be.


Models, Textures and Games from Dexsoft
Re: Torque Constructor Review [Re: Machinery_Frank] #121141
05/10/07 21:59
05/10/07 21:59
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Looking good.
Downloaded it myself but havn't had time to look at it properly so thanks for the reports.

Bought Torque not long after buying GS and yeah, love the in game editor but hated the lack of a consistant help source. Had to spend a week looking for articles and then couldnt apply myself to the scripting.

But, 'beauty' may encourage me to reassess this engine.

Re: Torque Constructor Review [Re: Nems] #121142
05/11/07 03:53
05/11/07 03:53
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
When I was messing with torque, my [static] models were casting shadows on geometry. Not sure why yours aren't...


xXxGuitar511
- Programmer
Re: Torque Constructor Review [Re: xXxGuitar511] #121143
05/11/07 04:36
05/11/07 04:36
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Happy Birthday xXxGuitar511 (man, what a long name!)

Re: Torque Constructor Review [Re: Nems] #121144
05/11/07 04:37
05/11/07 04:37
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Thanks Nems [what a short name ]!

Hopefully we can find a good workflow for converting constructor to 3DGS. [A Free one...]


xXxGuitar511
- Programmer
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