TS 7.6 My Dream Editor

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TS 7.6 My Dream Editor // Roundtable

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Post by tatts // Mar 29, 2009, 12:56am

tatts
Total Posts: 145
yeah yeah if your still bent on 6.6 then bash me if you will. I know that 7.6 lacks some tools like the Nurbs, lightworks/renderers and plugins ect.... but all of those features that you'se complain about are all features that I have never used anyway :D I think gamespace lacked some of those features...not sure but just never used them..


But Caligari....:D I am speechless..... Did you'se have gamers in mind when you designed this program? It seems to me almost everything about it relates to gaming....


I've been exploring everything I can about WS lately and still have tons to learn. But so far The tools are completely incredible, Almost every point editing tool there is I found GOOD use for.


The editor to me really is'nt much different then model side either, Actually my layout is starting too look alot like model side ( I learned that you can copy the tools and create your own layout :D ).


The truth is, in the couple years that i have been exploring different editors, I can't say that I've ever had so much "FUN" using an editor before. Usually im pulling hair out at points because of stupid errors. The Stablitily for me is incredible. In all the time I've been playing with WS and exploring it, I havent had any errors AT ALL, I don't ever save anything yet when i open TS, there it is solid as a rock :)


I can't get over that first person exploration tool, that has got to be the coolest tool i've ever had. I love the idea that you can explore your own work while your creating it. Saves alot of head aches having to export your work out for this. Infact I can't get over these tools period. there is absolutely NO comparison between the two sides. Sure you'll want to use 6.6 if you need the renderers.. But for a game artist, this is in my opinion the ULTIMATE gamers tool....


I personally would recommend TS 7.6 to any gamer in a heart beat...As far as ease of use/ stability / FUN factor (something I could never really say before)/ TOOOOLLS my god their incredible....there is no program on the net that can compete. BLENDER BLAHHH and I will always say that, yeah its good......:rolleyes: if you can get your head around it. MAX and MAYA for the price they can stay right where there at. I've upgraded my pc so that I could use TS 7.6 and other programs and im glad I did.

I even went out and bought my First pen tablet, a Wacom Bamboo never used one of these in paint program before. But im loven that too, works incredibly well with GIMP2 and even sketchup :)


I won't get into talking about all the tools i like so far in this post :D I don't think there is enough memory to hold it all :D I havent even touched on animation/ texture creation and a few other things yet but bottom line from me. WOW I feel like a kid in a candy store.... :D

Post by splinters // Mar 29, 2009, 3:38am

splinters
Total Posts: 4148
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Great to hear you like tS7.6 tatts. Pretty sure no one will 'bash' you but a lot of us have followed tS over the years and still expect/hope for some fixes and new additions.


What is new is undoubtedly good but there are still some important tools missing for it to be called a complete or comprehensive toolset. What is missing can probably be found on model side but then that brings up the bridge again...and that is best left for another thread!

Post by RichLevy // Mar 29, 2009, 6:06am

RichLevy
Total Posts: 1140
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Most of us complaining are looking for patches to things we use on the WS side and hopefully we look forward to TS closing the gap on some of the other mainstream 3D applications. If we did not enjoy the program we would not be complaining :) No sense in expecting/asking for things in a program you do not enjoy using.


Rich

Post by tatts // Mar 29, 2009, 11:03am

tatts
Total Posts: 145
Yeah i can understand you'se wanting the updates and patches for the software, Specially sinse a lot of you'se have already spent a fair penny for it.


I Almost spent the money on ts a couple months before MS bought it. I did'nt have any money on a credit card and I remember the site said you could always call and make other arangments for the payment. So i did.....It turned out that the lady I was speaking with did'nt want to do any thing manually i guess and kept trying to get me to go online to make my purchase which needed a credit card.... so to make a long story short, I said to hell with it and never bothered after...


then of course a couple months went by, I was reading through the game creators monthly magazine which had an article about TS now being free and sure enough I came to the site and it was infact free. So in the end it turned out to be a good thing that lady was being lazy that day. :)

Post by noko // Mar 29, 2009, 11:12am

noko
Total Posts: 684
Agree about WS side, it was around the 7.51 period time frame where I said to myself, WS is it! Havn't really gone back to the model side except for importing .obj files. Can't wait for froo to break that routine with his .obj importer for WS.


Now tS has things way beyond other 3d applications, mainly Link Editor. I've fell in love with this feature some time ago, the power and flexibility it gives is beyond anything else out on the market. The incorporation of the script editors makes this an awesome developement package as well.


I think MS knew what they where getting into with Caligari purchase, one of the best decisions I think they made.

Post by tatts // Mar 29, 2009, 12:45pm

tatts
Total Posts: 145
"Havn't really gone back to the model side except for importing .obj files."


This is the only thing I cross the bridge for as well. I have to say I did'nt care to try WS either at first, cause like a lot of these guys I was used to model side too after using GS for 3 yrs. But in the end Im glad i did, though I had to upgrade my PC to use it. It was well spent money. I bought a dual core pc a couple months back but never bought a good graphics card for it. It an nvidia mother board I guess cause it is set with onboard nvidia 7000 series graphics, although it was good enough to get the program running it was'nt very good in the end cause it was slow. I ended up purchasing an nividia 9600 gt 512 mg, I wanted the 1 gb but did'nt have enough money lol. but this card works like a charm anyway.


I am totally impressed with WS, Rich is right however that it is not complete, yeah it is stuff i don't use anyway but others do. However it is new so I can understand it not being as fully featured as the model side. It would be nice though if they were more frequent with the updates. But as it sits right now, It is the perfect tool for game content.


Every tool so far that I have tried, I liked. well except for one... that is the normal mapping generater, I don't care for the idea that it automatically reduces the poly count on your models, I think this is a waste of time. especially if you plan to animate the model afterwards, I don't like the idea of my poly's going random. This is something i think should be done in two stages, By creating a low poly model then simply copy and paste the same model for further editing for the normal maps.


How does the normal mapping work? If I UV map a model then normal map the model afterwards. will the normal map be based on the uv map that i create? and does it export an actual normal map texture that i can apply to my model outside of TS? The only way I can use normal mapping is to apply it to my model using darkshader than using fx files to run them.

Post by tatts // Mar 29, 2009, 1:46pm

tatts
Total Posts: 145
I have just animated the crazy bob model and loaded it in DBPro, this just keeps getting better. :D The animation worked like a charm and was very clean and I did'nt even have to read anything about it to learn how to animate with TS 7.6. it was that easy. I guess i'll be doing my animtions in TS as well. This truely is an awesome editor. I learn any more about this program and im not going to have any other programs left on my pc to work with lol. no real need to seeing that this is doing everything I could want at the moment. Well Almost everything, Maybe still, however im not stopping till i know everything about it. or atleast most of it.

Post by nowherebrain // Mar 29, 2009, 4:52pm

nowherebrain
Total Posts: 1062
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I guess you can say everyone here loves tS, thus we push hard for it to be better..and in some cases we just ask that a feature is actually there or actually works, as intended or stated in the past.

Post by TomG // Mar 30, 2009, 1:39am

TomG
Total Posts: 3397
You can capture the normal map out of the generated model from the normal mapper / poly reduction tool. You can then apply this normal map to another model, even one you created separately (rather than one automatically poly reduced). Matching up the UVs may be tricky though.


There was a post or tutorial about doing that process, which I made some years back. A forum or manual search may uncover it, it's an area I haven't looked into for some time and I forget where the tutorial was now.


HTH!

Tom

Post by tatts // Mar 30, 2009, 10:34am

tatts
Total Posts: 145
Thanks tom, I do have other methods of creating normal maps, I'm just mainly finding my way around WS and was wondering about it sinse you've mentioned it in another post. I'll look for that tutorial.


Also is there way to set collision between objects in WS like the model side?, I don't see this anywhere.


BTW, I really like the rigging in WS too. I watched the videos last night and used one of my models as my test subject. :D to make a long story short, I found it very easy to do. the weight paint is very handy. so much for me needing to learn fragmotion.....another program to uninstall. :D The only thing I know im going to need time to get used to are the IK handles and locks. I have been playing with these last night but found it to be a bit confusing on how to set the locks properly so that when i use the ik handles, my object will move somewhat like the crazy bob model. I did'nt have much of a hard time animating that model. But as I said this will just take some time to get used too. But either way, i can still animate the old traditional way by just manipulating the joints instead. Which is good.

Post by tatts // Mar 30, 2009, 11:13am

tatts
Total Posts: 145
DBPro supports X files with multiple textures :jumpy: I did'nt know this.....

it certainly does'nt work with deled like this, I have export as dbo to get a multi textured object from deled...


However there is one problem with this.... Why is it renaming all my textures?

this I don't want at all... as it does not work well when you have a bunch of objects all with the same texture names... to me that does NOT make sense at all. is there a way to retain the texture names in the model file after export. if not than this would be a very bad thing.
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