DeleD Torque Exporter Tutorial
Exporting to Torque
Table of contents
IntroductionGetting Started
The Exporter
Moving Day
Conclusion
Introduction
In this tutorial, I'll teach you the very basics of exporting your level from Deled to Torque, including placing your objects inside the Torque demo level.Getting Started
I always make a new folder inside the Deled folder for my objects. That keeps my objects separated. Here is my folder view:
Creating the cube
Here I've made a cube, cloned it and sized it. (I never liked the single cube examples. Too simple) Make sure your textures are power of 2 and have no spaces in the name. Use name_1 instead of name 1 or it will break. Here is my cube:
The Exporter
First, save your dmf. Then, click "Pluggins/Torque Exporter". You will get a window like this:
Name your .map and make sure that the exporter points to the folder you want the .map file in, and then set the paths to the folder you want your dif and textures in. Make both the same folder as torque always looks in the folder with your dif for the textures. That's it for this chapter.
Moving Day
If you have followed my instructions thus far, your dif and textures are in your new folder. Now, copy that new folder to: "C:\Program Files\Torque Game Engine Demo\demo\data\interiors\". Now, you are ready to fire up the demo game. After clicking on the exe, choose fps demo and let it load. After it loads, press alt and C. This puts you in fly mode. Fly over to the center of town and look down, Then press F11 to open the editor, then click on "window/world editor creator":
Once you've done this, you will see a tree on the lower right side. Click the + next to interiors and look through the tree to find your object file that you copied there.
Then, click the folder and find your object. Click on your object. It will be placed approximately in the center of your screen. It should look something like this:
Click "file/save", then click on the banner at the bottom of the screen that says the scene needs to be relit. Your object is now in the world, lit, and casting shadows:
Conclusion
In this tutorial, we made a double-decker cube, textured it, and exported it to the dif format for torque. We copied our new folder to the torque demo game, and placed our newly made object into the game, ready to run around on/in. I hope this has helped you.