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  • 2 months later...
Posted

Torque only supports EUR, not USDollar.

Jokes aside I would not bother with any other file formats than collada which Torque uses, my workflow was always to get things into blender (blender has addons for almost any format), then save work in progress always as .blend files and when it is done export to collada, import in Torque and later delete the .dae files and keep the dts files.

  • 1 month later...
Posted

I had bad experiences with blender and distrust it when it comes to lots of stuff.

I use collada as my format since its plaintext editable and also by design portable and standard.

When you know what youre doing you can do a lot of things with dae just with a text editor once you get to understand it.

Before you ask yes i do almost all model stuff with a text editor and did much worse things before, so dont even ask.

Also what is usd and why would i care?

Speaking off how hard would it be to make plugins for other model formats, i did this for a while, would be interesting if t3d could use quake models.

Posted

sketchfab models are being offered in this format . and they seem ridiculously small . idk just thought maybe someone could enlighten me in the matter . I think theyre more or less asset collections relevant to a scene is like there main thing . besides DAE seems to be getting a lot of new competition already . I mean , look how long the mighty DTS was used . But I agree with Code_Man it seems like the 300 cu. in. inline 6 of model formats and if its not broke , dont fix it . and so far as "other devices" are concerned , remeber the old muffler slogan "WE'LL MAKE IT FIT!"

Posted (edited)

Code_Man , Your experience is intriguing me . I imagine you are refining your opinion of AIs ability to shred on those text type of data files . totally over my head . usd is open-source but like I said I dont really understand what it is for just wondering if there is any interest .

Azaezel , for what its worth WAKAWAKAWAKA , the FBX is had not outperformed (lets say) the DAE for me but I am still having a bit of a prob with importing whole materials with all the images etc... . and , I AM an idiot .

Edited by fLUnKnhaXYU
Posted

Well im too lazy to use ai and whatever game ai i wrote is crappy anyhow.

Also i started a side project, im going to convert idtech4 games quake4 and enemy territory quake wars(they are abandndonware now) to t3d.

Its mostly tga, dds, ogg and lwo plus md5, very curious how that will go also in addition there are source files for the maps so i will make a map converter for q3/q4 to .mis.

Just out of curiousty if one were so commited as to wanting to have t3d native .bsp support what exactly might that entail?

And also i will do similar projects with other engines such as source and westwood 3d, not to full compatility, but im very curious how much work it will take for some prototypes.

Posted

Code_Man , a link to Azaezel trying to convey terrain image thing to me . I am of the impression that alpha channel in the terrrain image is essential to the blending . as each image uses transparency to create blending eeffect . GIMP remove alpha channel one click .

https://torque3d.org/forums/topic/1411-myfunproject_01/?do=findComment&comment=21603

maybe some info concerning ai thing will be coming from disco soon enough commrad .

azaezel has also brought up formats recently but i don think bsp is one .

🙂

 

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