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RS Digital Studio
PostPosted: Sat Jul 04, 2009 5:19 am    Post subject: Torque 3d Reply with quote

Joined: 18 Aug 2008
Posts: 13

Hi just wondering where Grome 2 stands now with Torque 3d as far as terrain export
As it is now we can import all the opacity masks for the different materials etc and load them up manually in the terrain importer
I noticed that the Tgea plug-in does not work with Grome 2 and was wondering if a similar plug-in For Torque 3d was on the cards and would it enable us to import a .ter file into Torque and have all the texture and uv information already done?
Beta 3 is the final version of the terrain system as far as I can gather so just wondering if this is on the cards?
If not its not a huge deal as I said .we can do it manually once terrain material side projection workss in Torque 3d

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PostPosted: Sat Jul 04, 2009 5:49 am    Post subject: Reply with quote

Joined: 12 Feb 2007
Posts: 1328


We do plan to add support for that engine. Currently there are requests for T3D, Visual3D, Ogre3D, Quest3D, Unity, 3DGameStudio, Neoaxis. So, with time we will offer support for all of these (Ogre3D and 3DGameStudio are almost done).

I cannot offer you a certain date for an official direct export to T3D but, next week the TGEA will be supported by Grome 2 so you can use it to export mission files to any flavor of Torque engine. Also General exporter can be used to manually export the masks and other layer information. We will probably start contacting GarageGames to offer us information about their terrain formats.

To be noted that you do have source code for all the exporters, including TGEA exporter. So they can be modified and recompiled with Grome 2 SDK to accommodate for any engine. We are more than happy to assist you in case you need this exporter badly and you would be creating an exporter yourself.

Adrian L.
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