Game Development Community

Need best method for building a tree village?

by John Eric Miller · in Torque Game Engine · 03/17/2004 (9:19 am) · 8 replies

I am calling on any expierenced level builders out there for ideas on how I would go about doing this in Torque. Could I use quark to do this? Should I model large trees and create the platforms and bridges in quark? I am going for a tree village look similar to that found in Everquest.

#1
03/17/2004 (9:27 am)
Maby you should create the platforms, bridges and trunks of the tree in quark and create the foliage for the trees as dts, thats how I would do it anyway :)
#2
03/17/2004 (9:59 am)
Heh..
well .. if you want the everquest scene.
simple use quark for All content.


those tree's looked like crap :)

if you used complex dts model's for the tree's and quark for the rest you could very well end up with something Nicer looking.
#3
03/17/2004 (10:22 am)
Use DTS without collision for the trees, DIF collision boxes for the trunks, DTS foliage(again, no collision, and you probably won't need it), and DIF for everything that the player will walk on/in.
#4
03/17/2004 (11:31 am)
Thanks for the ideas. I can't wait to get started on this.

How would I go about making DIF collision boxes? Make a box in Quark with a transparent texture? I could use this technique to also create an invisible barrier to prevent the player from walking off the edge of the platforms.
#5
03/17/2004 (2:57 pm)
Use the null texture. I believe the RGB is 255 0 255.
#6
03/17/2004 (3:34 pm)
?
there is no need to create the convex in diff for the tree's ..

simply create a simple convex mesh in your dts creator.

you specify the collision hull.
so no need to go for a dance between apps.
make the convex as simple as you like in your 3d creation software.
#7
03/17/2004 (4:15 pm)
Well, i came across something rather nice today that some must've overlooked, donno mcuh about the performance, but here is a link, haven't tried it yet, it looks awsome, fill me in, http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4091