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I need a little help.

by Robert Mile · in Game Design and Creative Issues · 12/12/2009 (7:22 am) · 6 replies

I`m planning to create an RPG game with one single level or two but big ones. I want to know if that is possible in Torque to create a level in Blender and import it to Torque?

Because now it seems like I can only create multiple levels and connect them with somekind of portals which is not really my goal.

Examples : Oblivion Elder Scrolls - one single level with aditional interiors

Gothic III - one single level

World of Warcraft - one single level with aditional interiors


So thats what I want for my game too.

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  • Need a little help

  • #1
    12/12/2009 (9:27 am)
    Quote:World of Warcraft - one single level with aditional interiors

    That's not really true. It looks like a single level, but in fact you're zoning between areas- just in a really creative way.

    If you're going to do large areas, I don't see any reason why you shouldn't zone (people don't leave MMOs for that reason). You can create very large levels with Torque, but you'll still need to zone, and Torque does not yet support streaming objects in and out of memory. You can implement that if you have the skills, but honestly, if you're trying to build something like WoW, your problems will be much bigger than the want of seamless zoning.
    #2
    12/12/2009 (11:49 am)
    Quote:
    create a level in Blender and import it to Torque?

    Yes, with either a DTS (native model file type) exporter or a COLLADA exporter (converts in-game to native file type).
    #3
    12/12/2009 (12:16 pm)
    This is one area where T3D surpasses all its predecessors in fantastic style, and if the tiling terrain gets it way in it will be a step further.

    Assuming your client can handle the memory (no reason to assume a semi modern PC cant these days) a 2048 heightmap with 8 m/pixel world settings is a pretty large terrain when you start walking aorund in it.

    Ive tried using massive poly models and even in t3d this is problematic, you need to divide it up into your own chunks (somebody correct me if i'm wrong here) which is just another problem to me as a non 3d expert.

    My personal goal is to do some kind of zone pre-loading the way oblivion/gambryo works, i guess the same thing as wow does except wow has different servers for each zone too which is an added complication
    #4
    12/12/2009 (12:25 pm)
    Quote:My personal goal is to do some kind of zone pre-loading the way oblivion/gambryo works, i guess the same thing as wow does except wow has different servers for each zone too which is an added complication

    Yeah, I'd like to test out a couple of ideas on "seamless" (only in quotation marks) zoning that I have myself, using server handoffs and fading objects in and out to mimic what WoW does.
    #5
    12/13/2009 (3:26 am)
    Is there any other issues I might have to be afraid of? Btw this will be a SINGLE PLAYER RPG which i doubt it will need multiple zones ....

    As I noticed T3D is not really made for RPG creations and if anyone plans to make a decent rpg with all its addons etc. has to MASS modify the whole system ..... I just dont get it why they are not implementing something that can make you work easyer without to pay another 130 $ for each addon you might "have" to use.
    #6
    12/13/2009 (9:46 am)
    Quote:Is there any other issues I might have to be afraid of? Btw this will be a SINGLE PLAYER RPG which i doubt it will need multiple zones ....

    Oh, well, then you're fine as far as that's concerned. And a helpful function to know for making an RPG is saveToString() ;)

    Quote:As I noticed T3D is not really made for RPG creations and if anyone plans to make a decent rpg with all its addons etc. has to MASS modify the whole system

    I don't know about massive modifications, but generally, if you're going to do anything out of the ordinary you'll have to touch code. Myself, the code changes I've made are the ODBC resource, porting of an overhead map, rightMouseUp functionality for the way I do mouselook, and a callback for scripts in the function that advances them every frame. That's not a lot, and none of it cost money.

    Now, I'm not sure which addon you mean, but in general you don't want to favor one combat/melee/conversation system over others because of the individual needs of individual games. Kind of puts them in a spot either way.