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andr3wmac / torque3d Goto Github PK

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This project forked from garagegames/torque3d

11.0 11.0 0.0 573.93 MB

MIT Licensed Open Source version of Torque 3D from GarageGames

C++ 59.16% C 31.39% Pascal 0.47% Max 0.01% CSS 0.05% AppleScript 0.01% Shell 0.15% Objective-C 0.55% Lua 0.01% Perl 0.01% Smalltalk 0.02% Assembly 0.05% Awk 0.05% C# 7.25% PHP 0.85%

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torque3d's Issues

assimp branch 15May2013. format testing results.

Mentioned these in IRC, but just so it's in a handier spot to reference:

Slapped up a testbed for tsstatics and staticshapes using a programmer 'art' staircase. naming structure was stairsFormat.Format, since the'll all get turned into name.cached.dts in the end and give false-positives otherwise.

Findings from exporting straight from a clean blender install:

Getting the same orientations in the viewer as torque.

in-viewer:
The fbx is erroring about not being a new enough format. 2011-2013 only. You'll likely want to hunt down and agree upon a standard extension for folks there.
The .blend file's a real speci snowflake. kills the viewer outright.
.obj is perfect as far as the viewer goes. even caught on to the textures, unlike dae.
3ds looks to be looking for the old name of the material (it's changed from the inital)
ply and stl are rotated incorrectly.

in-engine:
functional tsstatics - (non-textured) formats: stl(rotated), ply (invisible, bounds calculated, rotated judging by bounds extents), obj,3ds, dae (correct orientation).
functional staticshapes - obj, ply, stl.

time of writing, mtl will cause a crash, so left that out of the viewer testing. (not even sure if that one's supported, tbh, though probably important to note that a malformed file/filename will do so.)

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