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[TUTORIAL]Porting/Creating Static maps using Tendons export.py [IMAGE HEAVY]

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Tendon:

That's an interesting way of doing collision.  And is certainly faster than doing it by hand.
I'm happy to see someone else making maps.   ... and tutorials.


--- Quote from: datiel12 on March 07, 2018, 12:12:04 PM ---I would've included a part with importing v20 maps but thats really a hit or miss at times. One time it was to work, the next it doesn't. If you have any questions just reply and I'll try to answer to my best.

--- End quote ---
I didn't have too much trouble getting the .dif interiors from v20 into blender.

For those interested:

--- Quote from: Tendon ---It basically goes torque game editor v1 to dae to Maya to fbx to blender.
--- End quote ---

--- Quote from: Tendon ---You'll need 2 pieces of software, and an interior w/it's related files.

Torque3D v1: https://github.com/GarageGames/Torque3D/releases/tag/v1
Maya LT: http://www.autodesk.com/products/maya-lt/free-trial

Unzip Torque3D
Exec Torque3D.exe
Click New Project
Click Template > Empty
Click Create
Minimize Torque3D
Move [interiorname].dif and it's resources to Torque3D-1\My Projects\New Project\game\art\shapes\
Maximize Torque3D
Click "Play Game"
Click "Play"
Click "Go"
Hit F11 on the keyboard
On the right side of the screen, click "Library", then click "Meshes", then double-click "art", then double-click "shapes", then double-click [interiorname]
You should see it pop up in the game, you may have to hold right-click and look at the ground before double-clicking [interiorname].

On the top left, click "File", then "Export Interiors To COLLADA".
Click your interior, deselect "Export interiors with transforms baked in", and click Export.
Close Torque3D.

Install Maya LT (It's a 30-day trial)
Open Maya LT
Click File > Import
On the bottom of the menu, change "Files of type:" to "DAE_FBX"
Navigate to [filepath]\Torque3D-1\My Projects\New Project\game\art\shapes\
Click [interiorname].dae
Your interior should appear.
You can rotate, pan, and zoom with Alt+LeftClick, Alt+MiddleClick, and Alt+RightClick.
You can also use the scroll wheel to zoom.
Click File > Export All
Navigate to [filepath]\Torque3D-1\My Projects\New Project\game\art\shapes\
Change "Files of type:" to FBX export
On the options pane to the right, go to File Type Specific Options > Advanced Options > FBX File Format and change "Version:" to "FBX 2014/2015"
Change "File name:" to "[filename].fbx"
Click "Export All"
Close Maya LT

Open Blender and import [filename].fbx from [filepath]\Torque3D-1\My Projects\New Project\game\art\shapes\

Alternatively, in Maya, while exporting, you can also select File Type Specific Options > Include > Embed Media > Embed Media
If you do that, you can put the fbx file wherever you want.
But I think it'd better to keep the fbx file with it's resources.  You'll need them if you plan on turning it into a .dts.
--- End quote ---


Dannu:

Very nice but why is the entire post in bold?

datiel12:


--- Quote from: Tendon on March 07, 2018, 06:59:24 PM ---That's an interesting way of doing collision.  And is certainly faster than doing it by hand.
I'm happy to see someone else making maps.   ... and tutorials.

I didn't have too much trouble getting the .dif interiors from v20 into blender.

For those interested:

--- End quote ---
I meant with textures. Like I can do interiors just fine. Its just terrain..

datiel12:


--- Quote from: Dannu on March 08, 2018, 03:30:39 AM ---Very nice but why is the entire post in bold?

--- End quote ---
Why not

Tendon:


--- Quote from: datiel12 on March 08, 2018, 10:24:10 AM ---I meant with textures. Like I can do interiors just fine. Its just terrain..

--- End quote ---
Oh, terrain.  Yeah.

I've done some experimenting w/terrain.  It seems as though a Blockland client can't support very many StaticShapes in a scene at once.  I go from about 900fps in an empty map, to 45fps in a map with 1000 static shapes, even if they're invisible.  This really limits what I can do with terrain, because I can only have, what- a 100x100 tile map?  It's possible to use that serversided selective ghosting dll to reduce or remove the lag.  If the objects are not ghosted, the client does not lag.
But there's a jitter effect while standing on an unghosted collision shape, as the client and server argue over where the player is.  And vehicles will just appear to fall through the ground when they're not moving.
I think it would be possible to selectively ghost only collision shapes that are near players, bots, and vehicles.  But I have not made a working demo for that.

Anyhow, that's just my ramblings.  I don't know how to get terrain back into Blockland w/the original textures. :c


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