Yeah, it's nearly 100% confirmed that we're gonna be using Torque AFAIK.Andon wrote:QUOTE (Andon @ Nov 11 2007, 09:53 PM) Torque is the perfect game engine for this. Check out Starsige 2845. Even though it was a scrapped project it shows that it can have everything that quantas needs.
And if the torque engine is used, it is VERY modder-friendly.
Modelling program
"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
Rants Blog Cadillac, *Wurflet@Event, ?GoldDragon@Alleg, ^Biggus*#$@us@XT, +Ashandarei@Zone
wait, this is confusing me. I'm seeing two different conversations going on here.
Isn't torque a game engine, not a modeling software?
I would think that the 3d model's themselves you could make in any program. Torque may have certain file formats it prefers reading, but converting one format to the other isn't that hard. Blender is a very powerful free modeling program with several export options. You aren't required to use the blender game engine just because you make your models in the blender modeling suite.
Similar situation: Allegiance models can and have come from several different modeling packages. The MS dev's used Freeimage XSI, folks in the community have used milkshape, wings, blender, 3ds Max, and others to make their model and then used other software to convert it to the .mdl used by allegiance.
Isn't torque a game engine, not a modeling software?
I would think that the 3d model's themselves you could make in any program. Torque may have certain file formats it prefers reading, but converting one format to the other isn't that hard. Blender is a very powerful free modeling program with several export options. You aren't required to use the blender game engine just because you make your models in the blender modeling suite.
Similar situation: Allegiance models can and have come from several different modeling packages. The MS dev's used Freeimage XSI, folks in the community have used milkshape, wings, blender, 3ds Max, and others to make their model and then used other software to convert it to the .mdl used by allegiance.
Last edited by Adaven on Mon Nov 12, 2007 12:05 am, edited 1 time in total.
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Yes torque is the game engine sorry.
I remember models being made as .blend ??
I remember models being made as .blend ??
"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
Rants Blog Cadillac, *Wurflet@Event, ?GoldDragon@Alleg, ^Biggus*#$@us@XT, +Ashandarei@Zone
Originally I was going to go with Blender's game engine. However, I discovered (after I spent all that time learning Python, of course) that I absolutely hate Blender's gui with a passion. I'm going with C++ now, and almost definitely using Torque as the game engine. For modelling programs, it's up to the modelers, I frankly couldn't care less (I don't have an artistic bone in my body), just as long as it's in the right file format, which I think the-dare mentioned above somewhere.


