Showing posts with label torque. Show all posts
Showing posts with label torque. Show all posts

Nov 14, 2006

How to make 3D objects

Note: I've almost got Tribes-style jetpacks working within the game, and am currently tweaking them to feel more realistic on the moon!

If you're interested in creating 3D models and content, here are some good guides:
The best book to give an exact description of how to export objects to the Torque DTS format is "3D Game Programming All In One" by Kenneth Finney. It also highlights many of the other processes I'm using in building the game.
I use LightWave 3D to build objects (but it's not free). Another great tool is Milkshape 3D (which is free). There is an entire series of tutorials at:
http://www.garagegames.com/docs/tge/ (under Tutorials -> Milkshape). I also use QuArk for creating buildings with interiors (.DIF files).

Specific tutorials to look at:
http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/mbasics.html
http://www.iinit.com/tutorial.cfm?category=2&source=2&tutorial=5
http://www.editingarchive.com/downloads/644

Nov 9, 2006

We need content!

The biggest thing we need is content! This means 3D models, textures (for the models), and sounds. These need to be in a format that I can import them in for Torque.

A good resource to start learning about how to do this is at http://www.garagegames.com/docs/tge/general/ I use Lightwave 3D to do the modelling, photoshop for texturing... but as long as they're in a working DTS file, They'll work well. Minimizing polygons is very important so that the game loads and plays faster... so models need to be in the 100s (not the tens of thousands like something out of a movie).

You can also search for "free 3D models", though most of them take a lot longer to later convert into Torque.

If you find any (especially if they're already in Torque format), please post in the comments section!