The man with 2 Engines... (Modular Level Design)
by Kevin Mitchell · 04/07/2014 (11:12 am) · 11 comments
So I've been learning Modular Level design trying to get a better understand of current level design practices. I've also added Unreal 4 to my arsenal just to train my self on other engines. There's a lot of similarities with both game packages which makes me happy as I can reuse assets from both worlds.
I've been playing around with Modularity and I'm hoping this works the same in Torque since I saw that it has something like BPS brushes. The subtraction brush just amazes me for some reason.
But from what I am gathering using the brushes and also modular parts you can make highly detailed environments using the modular parts that fit together. The only part I'm not sure of is where it all fits in with the size of parts. For example:

I have parts to build a medieval house. I'm not sure if this is too low level of modularity but from what I understand you want to have enough parts to make several unique buildings with the system of parts in your selection. The idea was to make something that can actually build the inside and outside parts of a building at the same time.
These are some test structures,




I'm not sure if I doing this right but I kind of see the usefulness. I'm wondering if i should take it a step higher and make walls in game with different variations and group those to build a macro modular piece.
On other thing I'm thinking about writing for T3D is a Building generator that kind of works with the modular system. Mainly because I'm a lazy artist with programming skills and I think programming a building creation would be AWESOME!
But I have to learn the basics first....
I've been playing around with Modularity and I'm hoping this works the same in Torque since I saw that it has something like BPS brushes. The subtraction brush just amazes me for some reason.
But from what I am gathering using the brushes and also modular parts you can make highly detailed environments using the modular parts that fit together. The only part I'm not sure of is where it all fits in with the size of parts. For example:

I have parts to build a medieval house. I'm not sure if this is too low level of modularity but from what I understand you want to have enough parts to make several unique buildings with the system of parts in your selection. The idea was to make something that can actually build the inside and outside parts of a building at the same time.
These are some test structures,




I'm not sure if I doing this right but I kind of see the usefulness. I'm wondering if i should take it a step higher and make walls in game with different variations and group those to build a macro modular piece.
On other thing I'm thinking about writing for T3D is a Building generator that kind of works with the modular system. Mainly because I'm a lazy artist with programming skills and I think programming a building creation would be AWESOME!
But I have to learn the basics first....
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
04/07/2014 (2:13 pm)
nice work.. I used to create prefabs, interior and exteriors so they could be mixed and linked together. Creating a building generator would be an awesome feature for T3D.
#3
Additionally you can create primitives in UDK which is not possible in most other engines, like in Torque3D, where you just have a "not working properly" -sketch tool.
04/07/2014 (2:51 pm)
Torque misses a proper snapping function in the editor for the modules. I was able to build modular, but mostly with entering the correct coordinates by hand, to make them fit exactly, can get a bit annoying.Additionally you can create primitives in UDK which is not possible in most other engines, like in Torque3D, where you just have a "not working properly" -sketch tool.
#4
04/07/2014 (3:18 pm)
Would caution against going overboard with it, but I might suggest looking into the pefab methodologies in particular for building + detail collections (Especially since you can have a rough, explode it, keeping the relative offsets intact then tweak the individual collections on a case by case basis.) Particularly useful for things like roofs+chimney pipes+emitters and the like.
#5
I setup arrays with hand-generated coordinates to make my cities work, but proper snapping would've helped immensely. Were I not taking Max classes right now I'd take the time to build a new editor...
04/07/2014 (3:33 pm)
@Kevin: Great to see your work. I originally prototyped my modular city in UDK3 and just got it working in T3D using prefabs and updating them as Azaezel suggests. I have to say, Duion's reply also echoes my sentiments:Quote:Torque misses a proper snapping function in the editor for the modules. I was able to build modular, but mostly with entering the correct coordinates by hand, to make them fit exactly, can get a bit annoying.
Additionally you can create primitives in UDK which is not possible in most other engines, like in Torque3D, where you just have a "not working properly" -sketch tool
I setup arrays with hand-generated coordinates to make my cities work, but proper snapping would've helped immensely. Were I not taking Max classes right now I'd take the time to build a new editor...
#6
04/07/2014 (3:50 pm)
I have a simple implementation in mind that would not require any manual manipulations but instead us templates that could, if done well could make it a fast and unique experience. I just don't want to over complicate something that could still be nice simple and flexible.
#7
http://www.garagegames.com/community/blogs/view/22570
04/07/2014 (4:55 pm)
There is a snapping function addon for T3D used by paul for his startrek gamehttp://www.garagegames.com/community/blogs/view/22570
#8
However I am not a big fan of building the level inside the game engine. Especially in T3D this could be nightmare :)
04/08/2014 (7:04 am)
As idea this could be very useful for some kind of projects. Snapping pieces of assets for building the whole level... However I am not a big fan of building the level inside the game engine. Especially in T3D this could be nightmare :)
#9
04/08/2014 (7:42 am)
For good snapping control, all you have to do is click the Snap to Grid button and then click the Snap Options button to the left of it and set it down to .1. We just created a set like this as well and it snaps together nicely.
#10
Unfortunately modular kits require you to be organised and regimented in rules if you want to do it properly BUT this doesn't mean it has to look that way. I would suggest. .. and it is just my suggestion. .. that you create the pieces larger. This way you can apply rules of how pieces join but the larger pieces enables you to create less regimented item. Fir example create the basic block of the building but have two roofs. Have 4 chimney stacks then have a roof dormer window that fits both roofs. Build a complete porch and lean too secton. Create some overhanging window shades etc. This alone will create numerous buildings.
If assembling in torque though remember the z fighting can be an issue.
Good luck. I'd be interested to see what you do. I'd like to think I'll get around to finishing mine soon. ...
04/11/2014 (12:22 pm)
Hi Kevin I like where you're going with this. I'm working on modular architecture at the moment as it's something I'm keen to develop. Just a small point though and I think it has been mentioned above don't go too far with the modularity. It can get too visually obvious. Unfortunately modular kits require you to be organised and regimented in rules if you want to do it properly BUT this doesn't mean it has to look that way. I would suggest. .. and it is just my suggestion. .. that you create the pieces larger. This way you can apply rules of how pieces join but the larger pieces enables you to create less regimented item. Fir example create the basic block of the building but have two roofs. Have 4 chimney stacks then have a roof dormer window that fits both roofs. Build a complete porch and lean too secton. Create some overhanging window shades etc. This alone will create numerous buildings.
If assembling in torque though remember the z fighting can be an issue.
Good luck. I'd be interested to see what you do. I'd like to think I'll get around to finishing mine soon. ...
#11
04/11/2014 (12:53 pm)
I indeed am making larger parts and I also have a new system in mind for building modular systems hopefully I can make a prototype this weekend if i have time but from my primary text it indeed took too damn long messing with the smaller parts. But it was indeed a learning experience 
Torque Owner Andrew Hull