Game Development Community

Some interiors issues (DIF)

by Lars Boldt · in Torque Game Engine · 04/25/2004 (9:55 am) · 7 replies

I made a house with a cellar, in Quark.

Issue 1) The staircase down to the cellar is covered with terrain, even tho Show Terrain Inside or whatever it's called, in Misc, is turned off. So how do I not show terrain inside the buildings?

Issue 2) In Quark, I put some wooden beams around the staircase, these are perfectly aligned, when I look ingame, they are not! One beam is lower than the other, and one is shorter, this is *not* how it looks in Quark. Why is this happening?

Issue 3) Textures, when I move like 10 inches away from the house, the whole wall texture lose *alot* of detail, how can I expand the distance to when it should start lose quality?

Issue 4) When i'm close up to the wall, and use the mouse to look up and down fairly fast, the texture is suddenly split into 3 long textures that flickers, this is one massive wall, not made out of any pieces. What's this all about?

That's all for now :-)

In advance thanks!

Lars

#1
04/25/2004 (10:13 am)
I'm not sure about your other problems, but Issue 1 can be easily resolved by just setting the terrain at that location to be empty. Go to window->terrain editor, and then action->set empty. Then click the terrain on the staircase and you're good to go.
#2
04/25/2004 (12:41 pm)
2) You might need to get the floating point verision of map2dif and turn on floating points in QuArK. Do a search for "FP" for more details.

3) Try texturing without scaling the texture to the face. I've found if I can keep it down to close to a 1x1 scale this doesn't happen. You might be able to go higher--just experiment.

4) Do you have a Radeon card (though this may be for DTS only, not your DIF)?
#3
04/25/2004 (12:48 pm)
1) I cleared the terrain, BUT, if I move the camera up so I almost look straight down, the terrain texture is still there, but it doesn't collide, so I can walk down, but the texture shows if I tilt the camera looking almost straight down...

2) Ok i'll try that.

3) Ah ok, I was doing a 0.5 0.5 scale, maybe that's why.

4) No, have a GeForce 5900 XT card.

Thanks for answering guys, really appreciate it!

Lars
#4
04/25/2004 (1:13 pm)
Lars: I think you need to pass on Anistropy Filtering to make that effect go away, with the interiors gradually getting lesser quality. It will not get MUCH better, but it helps.

Also you could adjust the mimaps.
#5
04/25/2004 (1:21 pm)
$pref::Video::allowD3D = "0";
$pref::Video::allowOpenGL = "1";
$pref::Video::appliedPref = "1";
$pref::Video::clipHigh = "0";
$pref::Video::defaultsRenderer = "GeForce FX 5900XT/AGP/SSE2";
$pref::Video::defaultsVendor = "NVIDIA Corporation";
$pref::Video::deleteContext = "1";
$pref::Video::disableVerticalSync = 1;
$pref::Video::displayDevice = "OpenGL";
$pref::Video::fullScreen = "1";
$pref::Video::monitorNum = 0;
$pref::Video::only16 = "0";
$pref::Video::preferOpenGL = "1";
$pref::Video::profiledRenderer = "GeForce FX 5900XT/AGP/SSE2";
$pref::Video::profiledVendor = "NVIDIA Corporation";
$pref::Video::resolution = "1024 768 32";
$pref::Video::safeModeOn = "1";
$pref::Video::screenShotFormat = "PNG";
$pref::Video::screenShotSession = 17;
$pref::Video::windowedRes = "1024 768";
$pref::visibleDistanceMod = "1";

This is the video section of my prefs, where do I set Ansitropy Filtering?

Lars
#6
04/26/2004 (12:25 pm)
1) Is your terrain perfectly flat at the area you are trying to remove? I just ran into this yesterday where the terrain still rendered even though I set it to empty. I could fall through it as well. As soon as I addeded a little height changes to the area, the tiles disappeared as they should.

Joe
#7
04/26/2004 (6:37 pm)
Thanks Joe, i'll try adjusting the height abit.