Game Development Community

how to do .ter files?

by labzov · in General Discussion · 02/07/2012 (9:09 am) · 8 replies

Guys please tell me. How can i do .ter files for Torque engine?

i tried:
3ds max
Maya
Terrain 2
LightWave 3D 10
Milkshape 3D
L3DT Pro and Blitz3D but they do not support this format.

About the author

Recent Threads


#1
02/07/2012 (10:33 am)
I believe that ter files are created by Torque. And if you either import a heightmap or create a new empty terrain and then shape it with the tools in Torque, the ter-file will be created when you save your level.
#2
02/07/2012 (11:59 am)
as far i can remember L3dt support *.ter file.
#3
02/07/2012 (10:09 pm)
the .ter extension is from Terragen. L3DT creates this automatically when you use the export to Torque function (after creating alpha maps!). Another program that exports to .ter is World Machine (absolutely invaluable heightmap generator for serious landscape artists).

I've had several issues trying to import a .ter file from WM into L3DT but honestly .png is my preferred heightmap format. So don't worry about creating .ter files. Build as you do normally and as Martin suggested import the heightmap within the landscape editor in T3D, it will then save it as .ter to be backed up and used/shared by your team.

By the way, did I mention the awesomeness of World Machine?

world-machine.com/about.php?page=features
#4
02/07/2012 (10:23 pm)
Dan,
can u suggest any tool that have brushes for editing.
i always having problem with terrain editing.
terrain editing take too much time in t3d.
may be a tool with different type of brushes can help me to make a terrain that i want.
does WM has brushes to edit terrain?

i have tried:
vue
GeoControl2
L3dt

vue seems good for editing.
and
L3dt is best solution for automatic material creation for t3d.
#5
02/11/2012 (1:49 am)
Ahsan, WM doesn't have brushes, unfortunately. EarthSculptor does, though, but I haven't checked it out. You can check it out at:

www.earthsculptor.com/

Personally I wish T3d had this kind of brush support. I don't know if it's possible to modify the engine to be able to use brushes (as plugins perhaps?) but I'd guess that it is. Definately something that would make Torque's terrain editor much more productive.

Let me know what you think of EarthSculptor, if you do try it, please.
#6
02/11/2012 (2:32 am)
One method that I experimented with was using the designer map in L3DT. I created a blank designer map with rather few of those boxes that you use. I then blocked out my terrain, essentially where did I want the coastline, where should the mountain range be, the valley etc etc.

Then I went back into the menus and altered the designer map so that there where more of these boxes (what the heck are those called again?), in a way I subdivided the designer map. This way I could add some details to my map.

The end result of this was that I got a map that looked quite natural but still designed the way I want it to. Although since I didn't have L3DT pro with torque exporter when I tried this I found it quite difficult to get the scale right.

This method might be a good way to quickly get the major features of your map in the place where you want them and all you need later is to add details in Torque.
#7
02/11/2012 (5:49 pm)
Honestly, the only benefit from having brushes in the first place is to afford greater control over the resulting heightmap. World Machine gives you this, only without brushes. You can draw areas in the layout view and set these areas as having certain heights, etc., as well as having the ability to use other images (heightmaps and what-not) as masks. This tool really gives the designer a huge level of creative flexibility.

Dan
#8
02/14/2012 (9:12 am)
someone can make working project to TGEA in l3dt and put it here