suggestion about "level zones"
by Ivan Mandzhukov · in Torque 3D Professional · 08/24/2009 (9:12 am) · 4 replies
I am exploring the new features T3D provides. I noticed the "level zones" which turn off items , AIs etc. rendering if they are outside the zone player is in. But it also turns off the sky DML rendering. May be these zones are designed to be used in closed rooms but they could be appropriate for outdoors level creation and my suggestion is in the next T3D (beta or official) the sky DML to be rendered all the time no matter if you are in a zone or not.
#2
So now i have the zones and sky rendering.
08/24/2009 (4:25 pm)
I actually did it with portals,that lead outside.So now i have the zones and sky rendering.
#3
Was this for defining the interior of a building or is this another case?
08/25/2009 (12:08 am)
Right... a portal to the outside would solve it.Was this for defining the interior of a building or is this another case?
#4
If my world was split in several meshes it would actually hide these parts of the world that are outside the zone. So at this point I have found usability of zones for exteriors if the whole world is one object. May be with some tweaking and better understanding of how zones and portals work together somebody could engineer more complex worlds that are built of several meshes and several zones. My attempts led to success with only one zone in my world so far. Anyway this optimization is better than nothing :)
So how I showed the DML when the player is in a zone :
I made a portal and rotated it about its X asix to make it face the ground.Then scaled it and positioned it with the same values that the zone has. So finally the portal became some kind of ceiling of the zone. So my camera hits the portal everytime I don't look down to the ground and the sky becomes visible.
I tried making who zones the same way. It works but I need to do something more with portals because my player becomes invisible when the zone's border stays between the player and the camera.
08/25/2009 (8:06 am)
Let me start from here. My whole world is one object.It's not a building but exterior. It is about 12 000 polys. So putting a zone in the middle of it for testing everything outside the zone (AIs , items, etc.) except my level was hidden.If my world was split in several meshes it would actually hide these parts of the world that are outside the zone. So at this point I have found usability of zones for exteriors if the whole world is one object. May be with some tweaking and better understanding of how zones and portals work together somebody could engineer more complex worlds that are built of several meshes and several zones. My attempts led to success with only one zone in my world so far. Anyway this optimization is better than nothing :)
So how I showed the DML when the player is in a zone :
I made a portal and rotated it about its X asix to make it face the ground.Then scaled it and positioned it with the same values that the zone has. So finally the portal became some kind of ceiling of the zone. So my camera hits the portal everytime I don't look down to the ground and the sky becomes visible.
I tried making who zones the same way. It works but I need to do something more with portals because my player becomes invisible when the zone's border stays between the player and the camera.
Associate Tom Spilman
Sickhead Games