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Collada to torque

 
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Wed Feb 18, 2009 2:27 am    Post subject: Collada to torque Reply with quote

I'm testing out the new collada importer into torque. The exporter here doesn't triangulate your model, so you will have to do it manually. Triangulation here doesnt work on small surfaces too well, so you'll have to be careful.

One thing I'd like to see is a checkbox to triangulate on export.

Edit to add: The obglitory picture. You may recognise the building on the left. The one on the right is the relto hut I made here, and the box in the middle was a test box I made. The tower was already there. I didnt make it.

Edit The collada exporter has a triangulation method.
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Last edited by trucker2000 on Thu Mar 05, 2009 2:38 am; edited 1 time in total
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Wed Feb 18, 2009 11:23 pm    Post subject: Reply with quote

Here is a better image of Castle Siege in torque. This was exported from deled directly to collada using the exporter.

The shadow problem has been figured out. DeleD doesn't add a specular power to the textures exported to collada, so torque reads that as a 0. After manually changing the material.cs file so that spec power was at 100, it renders as in the image above.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Feb 19, 2009 2:49 am    Post subject: Reply with quote

I can be such a dunce.
I found there is a triangulate feature in the collada exporter.
Does anyone know the difference between the 2 settings? I know what all polys means. I just don't know what the other one is.
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Thu Feb 19, 2009 8:36 am    Post subject: Reply with quote

Its nice to see DeleD models in real-world 3D engines. Please keep posting!

I dont understand why specular has to be 100, isnt this like shiny metal?

Regarding the triangulation... a concave (non-convex) polygon has holes or is "carved" in. No engine supports concave polygons and only few editors do.
However, you should triangulate all polygons.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Mar 05, 2009 12:17 am    Post subject: Reply with quote

A new build of the test engine is out and I put the same 3 buildings in with ease this time. Smile
I will add some of the other more complex buildings in and see how they work out. I've never used collada before, so this is a nice learning experience for me.

Edit to add:Added a couple more deled buildings
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