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Looking
Glass

 
 

David Wyand 's Looking Glass

 
 
   
     
   
 

Looking Glass Interface
(see examples section)

 
 
   
   
 
   
 
   
 
   

Currently in development, David Wyand's Looking Glass for the Torque Engine allows the user to view their DTS objects to ensure they have been correctly exported. It is presently being beta tested at major indie game studios. See the Examples section for more images.

The current version supports the following, with more features continually being added:

  • Runs on OSX and Windows!
  • Loading of 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.
  • Multiple rendering formats: textured shaded, untextured shaded, flat shaded, textured wireframe, front face wireframe, wireframe, vertices, and bounding boxes.
  • In addition to the standard perspective view, a number of orthographic views are available.
  • User selectable bitmap for environmental mapping.
  • 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.
  • The current texture 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 into place.
  • Textures may be flushed and reloaded with a key press. They may also be reloaded automatically on a user defined interval. This really helps when creating and modifying textures in a paint program.
  • All material properties are displayed in the Material List window.
  • A user definable grid at 'ground level'
  • The view background may be a solid colour (selected from a list or user defined) or a bitmap. A snapshot of a game's level could be used as the background.
  • All nodes and their parental links may be shown.
  • When a node is selected, its world or local position and rotation are shown as well as a graphical representation of the node's axis.
  • The vertices that are controlled by the selected node may be displayed, including the amount of influence.
  • Individual object bounding boxes (rendered solid or wireframe) and collision meshes may be displayed.
  • Any loaded object may be mounted to any node on another object.
  • Levels of detail may be manually selected or automatically displayed as they would in game.
  • Animation sequences may be played forwards or backwards at a user defined time scale. The sequence may also be scrubbed through using the animation slider control.
  • All animation sequence attributes may be viewed using the Sequence Info window.
  • View the structure of the DTS object using a tree view, and save this structure to a file. Useful for debugging the shape.
  • See the rendering structure of your object at each detail level to determine the order the meshes will be drawn in.
  • Check out how your object will look reskinned using the same method as found in the TGE.
  • Supports texture maps up to 2048x2048, including alpha.
  • Full support for the Synapse Gaming Lighting Pack. See how your objects will look if you add this product to your game.

More features are on the way!

 

 
 
 

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