Torque ShowTool Pro v1.04 || 10.1 MBTorque ShowTool Pro - TST Pro is a 3D
visualization tool for the Torque
Game Engine. It helps artists and programmers inspect their game art
for aesthetic and technical accuracy by simulating the in-game
environment, and providing easy access to behind-the-scenes
structures. "Picking up the Torque
ShowTool Pro is a no-brainer. It has already saved us hundreds of times
the cost of purchase in increased productivity." - Joe Maruschak,
Creative Director, BraveTree Productions
The Torque ShowTool Pro is a must-have
development tool for every single team and individual working with the Torque Game Engine. Programmers and artists can:
• View a shape's material details and mesh with the click of a button
• Inspect Nodes and joint structures using easy to understand visualization tools
• Quickly verify a shape's lighting and shading characteristics using a wide variety of
rendering modes
• Analyze a shape's performance set-up by visualizing triangle faces and strips quickly and efficiently
• Examine a shape's
collision meshes in detail
• Dynamically adjust and review levels-of-Detail and mip-mapping
• Combine and review animations
• And much more!
In
short, every aspect of your DTS shapes can be thoroughly examined in
more detail than ever before. Shapes are viewed exactly as they will be
used in-game... all without needing to load your actual game!
"Torque ShowTool Pro is
simply the best tool for any Torque
artist. Besides all the incredible features, Mac support is a huge
plus. With TST Pro, I can just keep the icon in my Dock and launch it
whenever I need to view shapes and animations-- just launch and go.
Best of all, I can keep all of my art production completely on my Mac."
- Danny Ngan
Features: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.
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 representationof 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.
• Windows 98/SE/ME/2000/XP System Specs
• Pentium II 300 with 64 MB RAM
• OpenGL 1.3 compatible 3D graphics accelerator
• 5 MB disk space
• 800x600 display resolution
Homepage - http://www.garagegames.com/products/showtoolpro
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