Interiors vs. Shapes
by Edward F. Maurina III · in Torque Game Engine · 07/01/2003 (7:45 pm) · 11 replies
I'd like to open a discussion regarding the uses of Interiors vs. Shapes. I am aware of the normal uses:
Interiors - Buildings
Shapes - Meshes (i.e. playes, objects, vehicles, etc).
My question for you is, "To what non-standard uses have you put Interiors/Shapes?" Perhaps you have used shapes to make a small building, or an interior to make a submarine. I'd like to hear about these uses. Also, I'd like to hear what other 'things' you've built with either interiors or shapes. The more odd, the better.
Thanks in advance to all who respond.
In order to start this correctly, I'll list some items for each:
Interiors:
1. Fences
2. Caves
3. Overhangs and multi-level terrain
4. Portal Only Construct (an idea I've never tried, but have entertained trying for a special effect (local lighting variance).
Shapes:
1. Small building.
2. Windows and Forcefields
3. Marbles and bubbles
Yeah, pretty lame. :) Thats why I want to hear your ideas.
Interiors - Buildings
Shapes - Meshes (i.e. playes, objects, vehicles, etc).
My question for you is, "To what non-standard uses have you put Interiors/Shapes?" Perhaps you have used shapes to make a small building, or an interior to make a submarine. I'd like to hear about these uses. Also, I'd like to hear what other 'things' you've built with either interiors or shapes. The more odd, the better.
Thanks in advance to all who respond.
In order to start this correctly, I'll list some items for each:
Interiors:
1. Fences
2. Caves
3. Overhangs and multi-level terrain
4. Portal Only Construct (an idea I've never tried, but have entertained trying for a special effect (local lighting variance).
Shapes:
1. Small building.
2. Windows and Forcefields
3. Marbles and bubbles
Yeah, pretty lame. :) Thats why I want to hear your ideas.
About the author
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#2
I only used to use worldcraft so dts is quite new to me..
I have made marbles :) glass, round and square glass..
made some pyramids, and currently working on a palm tree...
as far as buildings I use portals and use buildings as main structures and complimenting them with dts..
07/03/2003 (2:41 pm)
I have just started making dts shapes.. : )I only used to use worldcraft so dts is quite new to me..
I have made marbles :) glass, round and square glass..
made some pyramids, and currently working on a palm tree...
as far as buildings I use portals and use buildings as main structures and complimenting them with dts..
#3
So I got a flying Shape with a attached decks interiors
Someone I think Wendell Brown was working on a space sim I saw screen pics. It had a larger ship that you could literally walk around in. If that ship move I dont know.
Since I am very new, I have taken a KISS approach the boat is sorted a Adult version of Link's Boat in Wind Waker. :)
I would like to incorporate a lot of neatness like that. But again I am very new to the scripting/ C ++ programming aspect of Torque so Iam not rushing in.
07/05/2003 (9:24 am)
Well I know I read it somewhere just havent been able to track it down. I created a viking boat and added wings. I would like it to fly. But at the same time I would like it to have a upper and lower deck that you can move in and out of.So I got a flying Shape with a attached decks interiors
Someone I think Wendell Brown was working on a space sim I saw screen pics. It had a larger ship that you could literally walk around in. If that ship move I dont know.
Since I am very new, I have taken a KISS approach the boat is sorted a Adult version of Link's Boat in Wind Waker. :)
I would like to incorporate a lot of neatness like that. But again I am very new to the scripting/ C ++ programming aspect of Torque so Iam not rushing in.
#4
But the interiors have a better render lightning, so we need to change the code from the shapes (like shadows which are postet here in the forum, but you will need more changes).
The Max2Map seems not to work well or has many bugs.
07/13/2003 (10:52 am)
Hm, in our project we take shapes only and take no interiors, cause we do not want to use Tools like Worldcraft oder Quark, we use Max only that has a few advantages, because you can make complexer Buildings, you can also work with textures better.But the interiors have a better render lightning, so we need to change the code from the shapes (like shadows which are postet here in the forum, but you will need more changes).
The Max2Map seems not to work well or has many bugs.
#5
Using shapes is going to cause an incredible amount of slowdown for complicated buildings.
07/14/2003 (2:18 pm)
Dont make interiors in max, it's not a good idea. There is defenite reason for tools like worldcraft: they make efficient buildings.Using shapes is going to cause an incredible amount of slowdown for complicated buildings.
#6
I mean you need to code the bumpmapping on Shapes, but its impossible for interiors, right?
07/15/2003 (7:48 am)
But what will you do, if you want for example to use Bumpmapping on Walls. You need to use Shapes and not interiors right?I mean you need to code the bumpmapping on Shapes, but its impossible for interiors, right?
#7




some things I have done in worldcraft..
its for a map I did in Tribes 2.
Worldcraft or quark would be best for making buildings and for objects, 3ds max or milkshape is best... :)
07/15/2003 (8:18 am)




some things I have done in worldcraft..
its for a map I did in Tribes 2.
Worldcraft or quark would be best for making buildings and for objects, 3ds max or milkshape is best... :)
#8
Works fine for me.
07/15/2003 (8:54 am)
Quote:I mean you need to code the bumpmapping on Shapes, but its impossible for interiors, right?
Works fine for me.
#9
-Ed
07/15/2003 (7:32 pm)
I'm thrilled to see that some folks decided to answer, and I appreciate the answers, but if anyone has some alternate uses they could list, that would be super. Thanks again for the answer.-Ed
#10
I was using shapes, but they didn't cast nice shadows, and the collisions were so-so...
- Brett
07/31/2003 (1:56 pm)
I've been using interiors for all my objects that aren't animated. They don't pose a collision problem, because the collision mesh is generated with the shape. I've used them for anything from:* Roads / Highways * Buildings * Powerlines * General scenery
I was using shapes, but they didn't cast nice shadows, and the collisions were so-so...
- Brett
#11

Predominantly, players will be "on" (rather than "in") the ships, but I'd like to permit them to walk the decks -- I have done a simple test of this with a shape and hand-made collision shape in the demo app.
I would want to be able to put MANY ships on screen at a time, but the majority at great distances -- 2-8 miles) and presumably vastly LOD-reduced.
Should I make my ships interiors? Should I consider making the player's own ship an interior and the others shapes?
I'd really be loathe to use tools like Worldcraft to make ships, as I'd want the models to be very accurate, but I know nothing of Worldcraft per se ... I only imagine that its editing facilities are modest and not oriented to making the complex shapes of ships.
tone
08/01/2003 (6:21 am)
I am thinking of using Torque for a naval sim. Here is a screenshot of a WildTangent-based prototype:
Predominantly, players will be "on" (rather than "in") the ships, but I'd like to permit them to walk the decks -- I have done a simple test of this with a shape and hand-made collision shape in the demo app.
I would want to be able to put MANY ships on screen at a time, but the majority at great distances -- 2-8 miles) and presumably vastly LOD-reduced.
Should I make my ships interiors? Should I consider making the player's own ship an interior and the others shapes?
I'd really be loathe to use tools like Worldcraft to make ships, as I'd want the models to be very accurate, but I know nothing of Worldcraft per se ... I only imagine that its editing facilities are modest and not oriented to making the complex shapes of ships.
tone
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