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TST Pro

 
 
Torque ShowTool Pro
Screen Shots
Below are a number of screen shots of the Torque ShowTool Pro interface. For even more screen shots, use the Buy Now button to head to the TST Pro product page at GarageGames.com.
 

The TGE Orc player model (player.dts) has been loaded into TST Pro and its BIP01 L Foot node has been selected by the user. When a node is selected in TST Pro, its axis is drawn within the 3D view and either its world or local (selectable by the user) position and rotation are displayed at the bottom left. In addition, the vertices that are controlled by the selected node may optionally be displayed. In the picture above, the yellow vertices are completely controlled by the node while the red ones are hardly influenced by the node. This vertex color scheme may be changed by the user.

Also in the picture above, the run animation sequence has been selected by the user and the sequence timeline has been scrubbed to three-quarters of the way through the animation. The parent/child relationships of the nodes is shown with the blue connecting lines, and the nodes move along with the animation. Finally, the user has the Detail Levels window open and has manually selected the first, highest quality level of detail - the HUD in the upper left also mirrors the detail level statistics.

 

The original Torque Guy has been loaded into a separate layer and is being rendered with a white wireframe overtop of its texture. The head object has been selected by the user causing a translucent bounding box to be drawn. All lights have been disabled allowing all texturing to be shown at full intensity. The normally solid background color has been replaced with a user selected image. All node drawing has been disabled while the mount0 node has been selected with its local coordinates displayed in the lower left.

 
The user has chosen a black background and turned off the grid. Environmental mapping has been enabled with a user selected bitmap. A weapon (that was loaded into another layer) has been mounted to the player.dts's hand (mount0, but it could have been any node).
 

The Material List window has been opened showing all of the DTS materials for the current object. The material named player is 512x512 pixels and has the S Wrap and T Wrap flags turned on in the DTS file. If this file were in the standard TGE skin format (base.player.png for example) then it could be changed using the skinning controls at the underneath the material listing.

If the Flush Texture Cache button were clicked, all bitmaps would be flushed and reloaded (also accessible by pressing the 't' key). The user may also elect to reload all textures on a timed basis. This is useful when creating textures in a paint program, allowing the user to periodically save their texture and see the results on their model.

 
The current object is being forced to display the fourth mip map level. All mip map levels may be inspected while the object is viewed full size, which is useful for checking for visible seams. The Sequence Info window is open showing a number of attributes for the loaded animation sequences, including which nodes take part in the animation, and any defined triggers.
 
The TGE buggy.dts object's collision mesh is displayed over the object. The front right shock object has been selected causing its bounding box to be rendered. The main light has been moved over and slightly in front of the buggy by holding down the 'l' key and moving the mouse.
 

The Shape Properties window is open showing the structure of the current object. Nodes, their meshes and the materials used by those meshes are shown. The Thread Controls window is also open, allowing the user to have multiple animation sequences playing at once for the current object. This is useful for testing out blended sequences.
 

The Shape Properties window is open this time showing the Rendering tab. This provides the user with how the current object and detail are rendered, including the order in which the objects and meshes are drawn. In this case, the detail level at 145 pixels is being drawn, which contains the bodymesh object. This object has a skin-type mesh (other possible meshes are standard and sorted) with a single material.

The user has also activated the Synapse Gaming Lighting Pack and is in the process of positioning the overexposed light source.

 
 
 

© 2009 Gnometech Inc.