4. Torque ConstructorTo get Torque Constructor, go to GarageGames.com and register and account. Then go HERE and download the free software. Checkout and you will receive your product key, which will unlock Torque Constructor once you have started it.
Before we begin with Torque Constructor, realize that this software can be faulty and act up at times. Interiors in Torque Constructor are easily ruined, and it may be hard to make things look nice.
On a more positive note, Torque Constructor is okay looking Blockland as most things made for Blockland are sort of... blocky. Also, I found Torque Constructor an extremely fast learn, and got the hang of it in minutes. (although not the glitchy stuff)
Note for Windows Users!You MUST have your theme set to Windows 7 Basic or Windows Classic for Torque Constructor to function correctly. (Otherwise the mouse glitches) Simply right click and go to Personalize (Properties) > Windows 7 Basic or Windows Classic
-Overview
Let's start out with checking out the interface of Torque Constructor, and the simple tools we can begin using straight away! You will probably first notice the toolbar up at the top. This is like most toolbars, and here you have all your wonderful drop-down menus. Here's a brief description of the necessary actions each toolbar performs. I will ignore all of the extra actions that don't really add anything to Torque Constructor.
FILE
- New - Create a new project (CTRL+N keybind)
- Open - Open an existing project (CTRL+O keybind)
- Close Current Scene / Existing Scene - Closes out of the project you are viewing
- Save - Save your file as the current set name (CTRL+S keybind)
- Save As... - Set the name of your file and save it as that name
- Export As Legacy DIF... - Export your interior as a Legacy DIF file, which is the file type used in Blockland
- Recent Scenes - View recent projects you have worked on, click to go to the project
- Quit - Quits Torque Constructor
EDIT- Undo - Undoes the last action (CTRL+Z keybind)
- Redo - Redoes the undone action (SHIFT+CTRL+Z keybind)
- Cut - Cuts the object (CTRL+X keybind)
- Copy - Copies the selected object (CTRL+C keybind)
- Paste - Pastes the copied object (CTRL+V keybind)
- Delete - Deletes the selected object (DELETE keybind)
OBJECTS- Group - Groups together the selected objects (CTRL+G keybind)
- Ungroup - Ungroups the grouped object (SHIFT+CTRL+G keybind)
- Lock Selected - Locks the selected object, allowing for easier selection of other objects your are still working with (CTRL+L keybind)
- Lock Unselected - Locks all but the selected object, allowing for focus on the selected object (ALT+CTRL+L keybind)
- Unlock All - Unlocks all locked objects (SHIFT+CTRL+L keybind)
TOOLSThis performs all the same operations as the tools bar.
MATERIALSThis performs the same operations as the materials bar, but also allows you to:
- Clean Up 'Used on Map' Album - Eliminates unused textures that you have previously applied to objects from the 'Used on Map' Album (Only the used textures will be exported)
- Reload All Textures - Reloads all textures in your texture folders
- Open Texture Browser... - Opens the texture browser
Note that the "Clean Up 'Used on Map' Album" action is quite unnecessary to be used, as you will need to re-start Torque Constructor before exporting your interior anyways, and whenever you re-load an interior the 'Used on Map' album is automatically cleaned of unused textures.
SCENE- Relight Selected - Relights the selected objects, is useful after rotating or modifying objects to a point that the lighting is off (SHIFT+CTRL+R keybind)
- Relight All - Relights the entire scene (CTRL+R keybind)
SELECT- All - Selects all objects (CTRL+A keybind)
- Deselect - Deselects all objects (CTRL+D keybind)
- Reselect - Reselects recently selected objects (SHIFT+CTRL+D keybind)
- Inverse - Selects the opposite of the currently selected objects (SHIFT+CTRL+I keybind)
- Load Selection - Loads a previously saved selection (works like paste)
- Save Selection - Saves the currently selected objects (works like copy)
LAYOUTLayouts> Allows you to change the Torque Constructor layout. I highly recommend keeping the layout on the Torque Constructor Default, as it provides the most information and gives easiest access to modifying the interior.
SYSTEMYou don't need to do anything here.
HELPThe tab for when this tutorial just isn't enough.
No, you don't need to know half of these and can get by fine without using any but Open, Save, and Export, but these can help you in certain scenarios. I would suggest learning a few of the common and necessary action keybinds, such as Undo (CTRL+Z), Save (CTRL+S), Copy (CTRL+C), and Paste (CTRL+V). Knowing these shortcuts makes life on Torque Constructor simpler.
Now let's look at some other important features of Torque Constructor. On the left of this picture we have the Tools bar up that has it's own tabs section. This is the place all objects are created and modified from. On the right hand side we have the Materials bar for all of your textures, which is explained later in the Textures section of this tutorial.
So, let's start making an interior. First things first, save the project. (File>SaveAs...) Whenever you save an interior into your Constructor folder, name it as "(interiorname).csx" - the .CSX file type is for all Torque Constructor Projects.
Time to create some objects! You should know what to do by now :) On the Tools bar, go to the 'Create' tab if you aren't there already, and select cube (the first shape). Note: For the most part, you'll only be using the Primitives from the 'Create' tab.
What's this? My pointer has become cross hairs? Now hold down click and drag the mouse across the screen a little, to start off the creation of your little cube. When you let go, you can still hold down click and drag the edges or corner to make the shape larger or smaller, and this allows you to morph it into any dimension you like. When you are done creating your shape, go back up to the Tool bar and click on the cube again. Now your cube is truly part of this world.
To
Now you can move the cube around with the x, y, and z axises. Cool, but what if I want to still change its size? Go into the Tools bar, and select the 'Modify' tab, instead of the 'Create' tab. In Transforms, select the fourth icon called "Size Bounds".
What do you know? It's like you're creating the cube all over again! NO. Do not think this. Even though you can once again change the size and shape of the cube, the texture will shrink or stretch along with it. Be carefuly with this, as this will become extremely important! Only do this if the texture is a neutral color or you wish to make the texture larger or smaller.
Example: If you create a wall with a brick texture, and then create another wall, realize that it needs to be higher, and use modify>size bounds to make it larger, the texture will stretch out so that it's bricks are larger than that of the first wall. Here is a picture representing what I mean:
CAUTION:
-NEVER OVERLAP SHAPES
-NEVER USE CSG SUBTRACT
-ALWAYS RESTART BEFORE EXPORTING
Be careful to follow these three steps. Failure to remember these steps may result in a broken interior.
-Textures
Believe it or not, we've already learned how to create our own textures! However, you must also know how to insert textures to Torque Constructor. On another note, you may use 512x512 textures, as well as 256x256 or any smaller power of 2 pixel size texture for Torque Constructor. Should you use 512x512 textures? Well, this really only depends on how large you wish the texture to appear for your creation of your interior.
Note: Textures above 512x512 will crash the game (1024x1024+)
How to get your own textures and use them in Torque Constructor:
- First go to CGTextures.com (or to any other textures website)
- Go to ground or rock and find a good TILED texture
- Download the texture preferably as a tiled 600x600 pixel image (near same width and height)
- Now go to Picresize.com and select your picture (from where you downloaded it to)
- Resize your picture to the wanted power of 2 PIXELS PNG image (e.g. 512x512, 256x256, 128x128)
- Now save the picture to your disc (desktop)
- Drag the image into your desired interior texture folder (e.g. Blockland/Textures)
Now, in Torque Constructor go to the Materials bar and click on Browse. An alternative to this would be going to the 'Materials' tab on the top of the screen and selecting 'Open Texture Browser...'
On the bottom of the 'Texture Browser' screen, select the fourth image titled "Add a Texture to the Selected Album". (Don't forget to create albums to add your textures into.)
Next, browse for the folder you just added your texture to, and select it and click 'Open'. If a message pops up saying "This texture may not work correctly", this means you have not made it a size in the power of 2.
To add this texture to your object, simply select it in the texture browser, and click 'Make Active' or 'Active & Close'. These will both activate your texture, and the second one just closes out of the texture browser as well.
Now the objects you create will have this texture. If you wish to change the texture of previously created objects that have another texture, simply click 'Apply' on the Materials bar.
Unifying Faces
Now we'll go over unifying faces. This is for matching the face texture of multiple objects, so that it has no seams. Unifying faces is a vital aspect to creating interiors, and surpassing this step can lead to some ugly creations.
Here's an example of what this tool does.
Before:
After:
To do this, you must first change the view from 'Brushes' to 'Faces'. You can do this by clicking 'Faces' on the bottom of the screen.
Now just select all of the faces.
(Click the face of one object, then hold shift and click the other faces you need.)
Then just click Unify and Center. This is located on the Properties bar under 'Object'.
NOTE: This tool is used on Faces, not objects. Therefore, you are only selecting the faces to unify textures. Attempting to unify the textures in for the entire objects (all faces) will lead to an ugly result. You must unify each side individually.
Credits to Dglider for the Unifying Faces section of this tutorial.
-Interior Lighting
Interiors are lit by entities. To successfully light an interior in Torque, select "add entity" (denoted by a light bulb symbol). A light bulb will then appear, which is where the origin of the light exists. You may then re position and re-scale your light to your liking. For more information, please refer to Nasoa's Guide to Mapping Techniques.
Note: falloff1 MUST be smaller than falloff2.
-Exporting Interiors
To export and interior to Blockland, first save the interior and exit out of Torque Constructor. Then re-open Torque Constructor and go to File>Export as Legacy DIF... and select your map's folder you are exporting the interior into. Click 'Save'. Then all you will need to do is go back into Mission Editor and add the interior to the mission, scale it, rotate it, whatever.
Notes:
- You MUST save your interior, exit Torque Constructor, re-open Torque Constructor, and then export the interior as a Legacy DIF. If you do not do this, your interior will have problems.
- Do NOT name the interior the same as your map/map folder. This will override your map's description text document, and cause the preview screen of your map to be the names of random interior textures. (I should know)
5. Advanced Creations:-Empty SquaresEmpty squares are areas in the terrain where there is no terrain - the terrain squares have been removed. You can make empty squares by going into the Terrain Editor and selecting Action>Set Empty. No make the brush size a 1x1 (recommended) and 'paint' the terrain empty. This will allow you to add interiors and other objects under your map.
The reverse of this is Clear Empty, which will revert the empty squares to normal terrain squares.
-Terrain FormationPeople want to see nice looking terrain, not garbage. Simply using the adjust height or add dirt tools is not enough to make a detailed landscape. Look at the difference between the super spiky/super smooth landscape and the well balanced landscape.
People don't like super spiky terrain, and neither do they like super smooth terrain. Try to stay somewhere in the middle. I personally like to make craggy looking landscapes, such as on my Paradise Island. This is made by using a 3x3 brush with add dirt tool, and applying it back and forth in certain areas, to make them stand out.
Another cool style can be found on parts of The Slopes, made by using a 1x1 or 3x3 brush with add dirt or adjust height, and just making small spiky bumps across the surface. Make the bumps too big and it'll look like crap.
MISSION EDITORQ: My map folder is not in the folder list! What do I do?
A: Make sure you made the map folder before starting up Blockland, or else it will not appear on the list.
Q: My map won't appear on the map list. Why not?
A: This is probably because you did not edit the Mission Info, changing the name and save name. If this is not the case, you may have saved the mission file into the wrong folder or named it different than the folder name/mission info. If none of these are the case, your last hope is adding a namecheck to your map's folder.
Note that the Mission Info, Mission File, and Map Folder should all have the same name.
Q: Why can't I edit the terrain? Can terrain only be edited on Flatlands?
A: You probably attempting to edit Slate or a Slate edit, which has no terrain to edit.
Q: Do I need to include default textures in my map's folder?
A: No, you only need to include non-default textures in your map's folder, and import them into your map through your folder. Default textures may be imported into your map from any default maps.
Q: Why doesn't my texture appear when painted?
A: The size of the texture is probably not 256x256 pixels.
Q: F11 doesn't work for me!?
A: If you are using a Mac, the Mission Editor is started using Command+M
Q: F11 and Command+M don't work for me!?
A: You must download the Mission Editor Add-on. Save/place it in your Blockland/Add-Ons folder.
ALWAYS: Use .PNG files for your map picture. Clients that connect will not be able to download .JPEG files!
NEVER: Leave the mission without saving and relighting the scene.
NEVER: Put a folder into your map's folder. This will cause the map to not function properly.
TORQUE CONSTRUCTORQ: My mouse is off/glitching!?
A: If you are using Windows Vista or Windows 7, you must go into 'Personalize' (where you change the desktop background) and change the theme to Windows Classic or Windows Basic. This has to be done for the program to work properly.
Q: I exported my interior and added it to the mission and it is missing parts/collision-less!?
A: You have probably not obeyed one of the rules of Torque Constructor below.
Torque Constructor Rules:- Never overlap shapes! This can break your interior!
- Avoid using CSG Subtract! This can create microbrushes and break your interior!
- Always save your interior, close Torque Constructor, and re-open it before exporting!
- Always export as a LEGACY DIF
- Remember that Torque SUCKS! A broken interior isn't always your fault!