progress
Today we began working on importing the .dif files. We built a sample level in Quark and were having alot of trouble opening it up in Torque. We spent ages working with the exporter and eventially have it working using the "Export220Map/Build High Detail DIF" option so now we can open up the .difs we build in Quark inside TGE to use as parts of our game's level.
We also spent a long time doing tutorials for modeling and exporting .dts files from 3ds max to TGE along with the model's textures. This is alot more complex than the .dif files and we are still having some troubles with the collision detection. We were bogged down in alot of compatibilty issues with 3ds max and the Torque exporter plugin for it as there were many errors with the plugin for 3ds max 7 but we eventually got the exporter options inside 3ds max 7 working using a plugin designed for 3ds max 6.
We are going to spend the rest of the night trying to get the collision detection working properly and if we can get that going we'll be able to start using Torque script tomorrow to implement some of our basic objects.
We also managed to get Torque Showtool Pro unlocked and running properly as well today which we used to examine our .dts models having exported them from 3ds max 7.

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