TorchED Assets and documentation!

Forum for discussing the Torchlight mod toolset.

Re: TorchED Assets and documentation!

Postby Omnifas » Fri Nov 06, 2009 7:24 pm

WHAT!? NO CRATZARD :p
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Re: TorchED Assets and documentation!

Postby Naihonn » Fri Nov 06, 2009 7:35 pm

servvs wrote:Eh so much for non max users. Turns out it can't be imported to any program :(


Well, I read somewhere here guide for Blender. And if I am not mistaken, you can choose to export Ogre meshes to 3dsMax OR Blender. Where it is....
Here... http://forums.runicgames.com/viewtopic.php?f=6&t=1841
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Re: TorchED Assets and documentation!

Postby Needlehawk » Fri Nov 06, 2009 7:42 pm

I got the new download to work, too. Thanks guys! Looks like I've got some reading to do. ;)
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Re: TorchED Assets and documentation!

Postby MrCuddlyTiger » Fri Nov 06, 2009 7:43 pm

First off thank you so much, the documentation is great... I still have tons of questions but I think most of them will be gone on monday when the editor hits.

I guess one questions I do have is if that is the entire crypt tileset in the example scene? If so, then fantastic job guys because there isn't a whole ton there, but you really make great use of it in game. I suppose if we are interested in how any of the other tile sets work we can just import them one piece at a time? The caverns are so much more free form I'm interested to see how those were done. Top notch art though, not only because it looks good... but there is no extra stuff just for the sake of having extra stuff... it is concise, functional, and fantastic looking.

On a side note Max had a bugger of a time opening the weapons scene. Then it got mad at me when I rotated around a bit... then when I went to exit Max just took a dump and threw up an error report.

Not a huge deal cuz it might just be my system, and I was able to take a look around to see how it was set up before it died.

Cheers! :D


For those using blender the only things you are missing out on are the player rigs really. All the other stuff is with the game already in one form or another. You can import ogre meshes into blender. The tileset scene and the weapons scene are not a huge deal because you can look at those things one piece at a time by importing their mesh file. The rigs/anims were done in max so trying to take those into blender, or maya for that matter, wouldn't be the easiest thing to do...certainly not a fun process. Lame cuz I love Maya, but I think I'll have to convert to Max now that this is out.
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Re: TorchED Assets and documentation!

Postby servvs » Fri Nov 06, 2009 7:55 pm

Naihonn wrote:
servvs wrote:Eh so much for non max users. Turns out it can't be imported to any program :(


Well, I read somewhere here guide for Blender. And if I am not mistaken, you can choose to export Ogre meshes to 3dsMax OR Blender. Where it is....
Here... http://forums.runicgames.com/viewtopic.php?f=6&t=1841


These are all .max files not ogre meshes. They are scenes from 3dsMax. I can't view these and the only way around it is to get 3dsMax. .Max files are propriety so there really isn't any chance.
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Re: TorchED Assets and documentation!

Postby Naihonn » Fri Nov 06, 2009 8:01 pm

Well, thats a problem. Of course normal people cant buy 3dsMax. :lol:
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Re: TorchED Assets and documentation!

Postby BilbyCoder » Fri Nov 06, 2009 8:05 pm

I've downloaded the 30 day trial for Max

Not an artist myself, but I'll see how much work it will be to convert these into a Blender compatible format. 30 days should be long enough for that, assuming the trial version isn't hobbled.

What people do need to be aware of is that most 3D applications aren't compatible with each other. The rigging tools of Blender and Max are different, so while they output to Ogre3D, working with them for creating animations (a different process than just playing animations) is rarely fully compatible. More people in the games industry have built up MAX skills over the years so it is natural that this is what they use, and the file formats that they have to provide to us.

servvs wrote:These are all .max files not ogre meshes. They are scenes from 3dsMax. I can't view these and the only way around it is to get 3dsMax. .Max files are propriety so there really isn't any chance.


That they are providing these assets at all is a minor miracle. All the Ogre Meshes are in the Pak.zip file. Copy it, open it and grab them. Perhaps the community will work on being able to import the Ogre skeleton file into Blender so that the models can be rigged as well. The ogre community would be thrilled to get that I'm sure :)

You can still build model/animations from scratch in Blender.



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Re: TorchED Assets and documentation!

Postby PuceMoose » Fri Nov 06, 2009 8:08 pm

Enjoying the documentation so far. Thanks for releasing this prior to the editor.
I wonder if we'll be able to build separate game screens similar to the journal. I'm hoping to add several short books to the game, and a page toggle forward/previous option would be nice. I guess I'll find out on Monday/Tuesday!
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Re: TorchED Assets and documentation!

Postby karmatic » Fri Nov 06, 2009 8:22 pm

Can you set objects with variables rather than static numbers?

i.e. can a floor's monster level range be set to $foo where $foo = $playersLevel + randomNumber(range 0-3)
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Re: TorchED Assets and documentation!

Postby Marsh » Fri Nov 06, 2009 8:29 pm

karmatic wrote:Can you set objects with variables rather than static numbers?

i.e. can a floor's monster level range be set to $foo where $foo = $playersLevel + randomNumber(range 0-3)


You can't make up a formula but you can do just what your asking. You can make a level spawn between a level range based on the players - say 1 to a TRILLION and then have a monster's level be random between a given range. Basically the level will rank itself at the level of the player and then spawn the monsters in that range. So you can do what your asking above but again making it so it can do a unique equation isn't possible.
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Re: TorchED Assets and documentation!

Postby karmatic » Fri Nov 06, 2009 8:42 pm

Bebop wrote:
karmatic wrote:Can you set objects with variables rather than static numbers?

i.e. can a floor's monster level range be set to $foo where $foo = $playersLevel + randomNumber(range 0-3)


You can't make up a formula but you can do just what your asking. You can make a level spawn between a level range based on the players - say 1 to a TRILLION and then have a monster's level be random between a given range. Basically the level will rank itself at the level of the player and then spawn the monsters in that range. So you can do what your asking above but again making it so it can do a unique equation isn't possible.


Ah cool well thanks for the response. Are there any instances where we can code?
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Re: TorchED Assets and documentation!

Postby Tiptoe » Fri Nov 06, 2009 9:07 pm

Fantastic fantastic fantastic! And perfect timing. I'm just starting to play around with rigs for my dwarf model :mrgreen:

By the way, I'm a Max user, I've never used Maya or Blender, so I'm not sure what formats they support, but I can try converting some of the files if people need them.

What would be the best universal format to get the mesh, rig and animation for another program?
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Well Done!

Postby Illimitus » Fri Nov 06, 2009 9:09 pm

I'm interested in your game again.
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Re: TorchED Assets and documentation!

Postby BoRU » Fri Nov 06, 2009 9:19 pm

Awesome! can't wait to get my hands on this editor. After spending months learning and writing my own Maya exporters seems more and more studios are using max, time to experiment :P
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Re: TorchED Assets and documentation!

Postby adamperin » Fri Nov 06, 2009 9:26 pm

Although we have only included max files there are many exporters out ther for the ogre format. We did max files becasue that is the software we have and use. You dont need max to make assets for the game you only need it if you are going to alter are existing meshes or animation. That being said there are some ways to get ogres.mesh files back into a 3d package but that is very package specific and often still has limitations. There are many many exporters for the ogre format for many differnt 3d packages and those will work with the game, but we simple cant supply all of the assets in all the differnt 3d package formats.

hope that makes sense
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Re: TorchED Assets and documentation!

Postby Avenue » Fri Nov 06, 2009 10:44 pm

Can somebody upload the corrupted part somewhere? D:

It's kinda lame having to redownload everything on a slow connection :\

Either way, thanks for quick re-upload Runic.
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Re: TorchED Assets and documentation!

Postby servvs » Fri Nov 06, 2009 10:53 pm

hamsandwich wrote:Although we have only included max files there are many exporters out ther for the ogre format. We did max files becasue that is the software we have and use. You dont need max to make assets for the game you only need it if you are going to alter are existing meshes or animation. That being said there are some ways to get ogres.mesh files back into a 3d package but that is very package specific and often still has limitations. There are many many exporters for the ogre format for many differnt 3d packages and those will work with the game, but we simple cant supply all of the assets in all the differnt 3d package formats.

hope that makes sense


Yeah, ive already made my first mod. Its a weapon complete with new model and texture, and its with blender. I was just hoping to import scene files you guys supplied with the documentation and stuff, just to make it easier to follow. But, Im sure someone will export them to a .obj format so that blender users can import the scene files, and either way, I will figure out what I need to do for level modification. Only thing I may have a question on right now is the collision, as its done with layers in max and im not sure if blender can do that, lol.

And to add on a little bit, blender importers work just fine for .mesh files, but I don't think they import skeletons/animations and stuff, but I do believe the exporter will allow you to do anything that an ogre mesh can do.
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Re: TorchED Assets and documentation!

Postby sdmaze » Fri Nov 06, 2009 11:07 pm

Question will the plugins for 3dmax 2009 work for 2010? or am I SOL?
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Re: TorchED Assets and documentation!

Postby RevengeInk » Fri Nov 06, 2009 11:23 pm

Avenue wrote:Can somebody upload the corrupted part somewhere? D:

It's kinda lame having to redownload everything on a slow connection :\

Either way, thanks for quick re-upload Runic.


Sure

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Re: TorchED Assets and documentation!

Postby RevengeInk » Fri Nov 06, 2009 11:42 pm

Sobersean wrote:The "Weapons_into_Game.pdf" tutorial ends prematurely. It stops at page 8/8 with "Time to move on to linking up and assigning Icon to model." And then no further info!


that section is coming soon, we won't leave ya hangin' 8-)
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