Interior Level Design
by Tim Robinette · in Torque 3D Professional · 09/19/2012 (1:39 pm) · 22 replies
How does one typically go about creating an interior level in Torque 3D?
Do you design it in pieces and import each into the editor. Do you create one complete mesh of the entire level and import. I'm curious as to what the standard is? I'd appreciate any help. Thanks.
Do you design it in pieces and import each into the editor. Do you create one complete mesh of the entire level and import. I'm curious as to what the standard is? I'd appreciate any help. Thanks.
#22
Modularity is nice to do (like Skyrim), but sometimes an interior structure just needs some uniqueness and can't benefit from modular pieces. Caves, dungeons, and so forth, but I needed one building that was only that one building. A house for example that just has to be it's own, can't have rooms that look identical to rooms in other buildings. So based on advice given here, I'm piecing together one large empty structure, all rooms intact. And then adding in furniture pieces as separate meshes. I was afraid that wasn't something that was normally done, but seeing the wide array of suggestions here, I feel okay doing that.
10/12/2012 (8:58 am)
I was using SketchUp for a while. It was and is a nice little modeling tool that I'll use from time to time. One thing I did notice though while using that is that it likes to create multiple vertexes when exported to .DAE format. I don't know how that affects performance in game, especially if there are invisible faces that are being rendered. I'll probably keep it for smaller things since its easy to whip something up real quick.Modularity is nice to do (like Skyrim), but sometimes an interior structure just needs some uniqueness and can't benefit from modular pieces. Caves, dungeons, and so forth, but I needed one building that was only that one building. A house for example that just has to be it's own, can't have rooms that look identical to rooms in other buildings. So based on advice given here, I'm piecing together one large empty structure, all rooms intact. And then adding in furniture pieces as separate meshes. I was afraid that wasn't something that was normally done, but seeing the wide array of suggestions here, I feel okay doing that.
Torque Owner Giorgio Zanetti ( JoZ )
Corona Team