Constructable objects
by Bil Simser · in Torque Game Engine · 07/05/2003 (11:18 am) · 5 replies
Anyone know how it's possible to build in constructable objects in Torque? I'm talking about having a Warcraft like building in 2-3 stages, pre-lit then swap out the object into the same space in a mission (maybe dissolving the stages together). Additionaly it would be interesting to use a wireframe render on the stages where it's not completely built.
Ideas on where to start on something like this? Thanks.
Ideas on where to start on something like this? Thanks.
#2
07/05/2003 (12:16 pm)
I would extend the C++ to do the special effects. Probably easier than messing with datablocks or scripting.
#3
as its a nice place to do this.
Edit:
and if you go look around in the interior code.
you Might find an intelligent way to flag certian brush's in the lod level's to represent the engine needing to render in a different mode.
07/05/2003 (12:20 pm)
I would prolly just use the lod on interiors.as its a nice place to do this.
Edit:
and if you go look around in the interior code.
you Might find an intelligent way to flag certian brush's in the lod level's to represent the engine needing to render in a different mode.
#4
07/05/2003 (12:42 pm)
I like Badguy's idea for pre-placed structures (not dis-ing the others 8*) ), but don't forget. If the interior is not in place at the beginning of the mission, you're doing to have to solve the lighting issue. Specifically, newly added interiors are not lit and their shadows have not been burned into the terrain. I'm pretty sure someone has at least investigated a partial lighting pass, but I don't know who and to what level of success. Best of luck!
#5
but just switch between objects and hide the previous ones. it is the most straight forward way i could think of and it works.
07/05/2003 (12:51 pm)
I agree with mike.but just switch between objects and hide the previous ones. it is the most straight forward way i could think of and it works.
Torque Owner Mike Stoddart