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stbas |
Posted: Fri Sep 25, 2009 7:43 pm Post subject: Another Torque3D Related Question! |
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Joined: 25 Sep 2009 Posts: 9
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Hi all,
I'm currently working with T3D and was planning to acquire Grome for the landscape design (I was completely seduced by the demo and screenshots in the gallery).
The only thing stopping me is the current T3D engine compatibility.
I've read all threads regarding the T3D, so the situation seems more or less clear to me (that I could implement everything I need myself or just wait for the official exporter update or anything similar), but I'm still curious about the "level of possibility" to work with T3D at the moment.
How difficult it would be to turn all work made on Grome into the .ter object (T3D TerrainBlock)? Has anyone done that yet? If yes, could you please share the steps you've made?
It's just unfortunately I am very limited in time, so I won't be able to code and implement new exporter features myself.
But if exporting terrain is already achievable then I'll probably go and buy Grome straight away.
P.S. I don't really need any other functionality (e.g. the complete mission (.mis) export with objects & datablocks), just the terrain (.ter).
Many thanks in advance! |
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ALicu |
Posted: Sat Sep 26, 2009 6:54 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
I didn't test the T3D compatibility yet, but in case the engine supports importing heightmaps from raw16 or other external formats you should be able to get at least the terrain geometry into the engine. The images (used tiled textures and the layer masks) are also exported by various standard exporters that come with Grome so it should be possible to reassemble the layers into the engine.
For testing you can refer to this thread:
http://www.quadsoftware.com/forum/viewtopic.php?t=416
It supports various exported maps from Grome. You can try the Generic export file (16bit raw and images for layers, including opacity maps, normalized or not), simple to parse text export or C4 export.
Usually any engine (or its editor) supports importing from standard terrain formats (like raw or other heightmap format and masks, opacity maps). So you should be able to have Grome terrain in T3D using an intermediary pre-processing step (even TGEA is done using an intermediary script processing to create the atlas file).
I am more than happy to provide you with more export examples if necessary (you can use this forum or my direct email licu at quadsoftware.com).
I cannot give you a certain date for the official support but with the help of users like you we at least hope for offer fast intermediate solutions in short time.
Regards,
Adrian L. |
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stbas |
Posted: Sat Sep 26, 2009 8:09 am Post subject: |
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Joined: 25 Sep 2009 Posts: 9
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Great, thank you for the information!
I was about to ask if it's possible to obtain an export example for testing purposes, but you've answered my question before I even managed to phrase it.
I'll experiment with those files and see how it works for me.
Many thanks,
stbas. |
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stbas |
Posted: Sat Sep 26, 2009 6:10 pm Post subject: |
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Joined: 25 Sep 2009 Posts: 9
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I've just tried the examples with T3D and... they were surprisingly easy to import. I'm really impressed.
ALicu, thank you very much for your assistance once again, I think I've made my decision.  |
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