|
|
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
Senior Developer
|
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
Senior Expert
|
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: TheExpert]
#121140
05/10/07 21:13
05/10/07 21:13
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
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: Nems]
#121142
05/11/07 03:53
05/11/07 03:53
|
Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
|
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: Nems]
#121144
05/11/07 04:37
05/11/07 04:37
|
Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
|
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
|
|
|
|