Game Development Community

map/dif capabilities .. ?

by Ken Finney · in Torque Game Engine · 02/03/2002 (3:59 pm) · 5 replies

Can someone point me to:

a) where can I find a list of 'features' or capabilities that can be implemented with map objects/interiors, etc. I've found several tutorials on Worldcraft that are very helpful, but I'm out to lunch when it comes to recognizing what things can be done. ie. doors opening when triggered, functioning clocks (saw a d/l for one on the net), and... what else ?

b) a list of which of these things the Torque map2dif exporter does, or DOES NOT support at this point in time... (ie. I know that doors don't yet work and that there is no movableInterior class...yrt :-)


Thanks in advance !

#1
02/03/2002 (9:15 pm)
Hey, here's what works in the stock version:

All of your basic static (world) geometry
Portal Brushes (as in zone portals)
Lights (omni and spot)
Detail Brushes

I think that covers it all :)
#2
02/04/2002 (6:49 am)
Bingo ! tyvm !
#3
02/04/2002 (2:21 pm)
Also supports the light_flicker, light_runway and light_strobe and collision brushes.
#4
02/04/2002 (6:38 pm)
as well the AISpecial nodes ..
and paths are exported and loaded ...
just not used
#5
02/04/2002 (8:24 pm)
Do the collision brushes work right now? Last time I tried them they screwed up the collision detection on all non-collision brushes (ie. the regular solid geometry). And oops, forgot the rest of the lights, sorry :)