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TST Pro


 
 

Torque ShowTool Pro
by David Wyand

 
 
   
     
   
 

TST Pro Interface
(see screen shots section)

 
 
   
   
 
   
 
   
 
   
 
   

Torque ShowTool Pro (TST Pro) is a 3D visualization tool for the Torque Game Engine developed by David Wyand, and published by GarageGames. It helps artists and programmers inspect their DTS shapes for esthetic and technical accuracy by simulating the in-game environment, and providing easy access to behind-the-scenes structures.

TST Pro is available immediately for Mac OSX and Windows from GarageGames.com.

Please see below for a partial feature list, and the Screen Shots section to see Torque ShowTool Pro in use.

3D View

• Capable of loading multiple DTS objects into their own view. DSQ files may be loaded individually or through a standard .cs file to import multiple animation sequences at once. A list of the last five loaded objects is available for quick reloading.

• Multiple rendering formats: textured shaded, untextured shaded, flat shaded, textured wireframe, front face wireframe, wireframe, vertices, bounding boxes, and triangle strips.

• In addition to the perspective view, a number of orthographic views are available.

• Any loaded object may be mounted onto any other object using any node. Includes correct orientation for TGE vehicle wheels.

• Levels of detail may be manually selected or automatically determined as they would in-game.

• User selectable bitmap for environmental mapping.

• Background may be a solid color or a loaded bitmap. A snapshot of a game´s level could be used.

• Object bounding boxes, collision meshes, and line of sight collision meshes may all be rendered.

• The light source may be moved around with the mouse in a ´trackball´-like fashion, or turned off for unobstructed viewing of the applied textures.

• Full support for the Synapse Gaming Lighting Pack. See how your object will look if you add this product to your game.

Materials and Texturing

• The current mip map level may be changed at any time with a key press. Mip mapping may also be turned off by locking the current mip map in place.

• Textures may be flushed and reloaded with a key press. They may also be reloaded automatically on a user defined interval.

• All DTS material properties are displayed.

• Activate the TGE´s reskinning code to change a loaded shape´s textures, such as for different team uniforms.

Animation Sequences

• Animation sequences may be played forwards or backwards at a user defined time scale. The sequences may also be scrubbed through using the animation time slider.

• Multiple animation threads may be layered with full blend support.

• All animation sequence parameters may be viewed, including a list of controlled nodes and defined triggers.

Shape Structural Views

• All nodes and their parent/child links may be shown. When a node is selected, its world or local position and rotation are shown along with a graphical representation of the node´s axis.

• If a node controls a mesh´s vertices, they are rendered with color coding indicating their weighting.

• View the hierarchical structure of an exported DTS object using a number of methods. Useful for debugging a shape.

• See the rendering structure of your object at each detail level to determine the order the meshes will be drawn in.

• View the rendering order of BSP-based sorted meshes to check that pieces are not overlapping inappropriately.

 

 

 
 
 

© 2009 Gnometech Inc.