Game Development Community

Seamless world question

by AlexanderH · in Torque Game Engine · 04/29/2006 (5:54 pm) · 1 replies

I want to gauge your responses on this setup I've devised. in the game I'm working o I want to diminish load screens the pause the game play. I need to explain two separate ideas and gauge their possibility and difficulty to create so here goes.

I've heard of "Terrain paging" but i am not so sure i want to use the Shader engine right now, And the TGE infinitely loops it's terrain so here is what i want to do. I use a very specific Art setup with all my modeling, using a set of generic indoor, outdoor, forest, and urban HDR maps for HDRI rendering of Radiosity for all my models which is precomputed into the textures to simulate the lighting. I use Maya 6.5 currently and need to export highmaps as well as import highmaps back and forth for each level between torque and maya till I've perfected the terrian. I do not plan on using Torques Terrain manager for my levels finding it to be more useful at this time to export static meshes of terrain cells and build whole levels into them. For this part of my question i want to know if Torque will support my back and forth; import and exporting of terrain data back and forth from maya to torques editor (because i like the terrain texture painter and have yet to find one that will do the same thing in maya)? also I want to allow for Per-poly collision on the static terrain meshes. How possible is this?

Secondly I want to take each of these "cells" (which are entire maps) and arrange them on a grid that consists of 3 columns and 3 rows. The player on start of game is placed on the cell that they last played on. The cell that the player last played on is then set on the grid's center square (two grid squares up and two grid squares over.) then the a loading system I have come up with will begin loading all the other map cells that surround the map the player is currently at. Once the player leaves one map cell and moves to another (bare in mind the settup of the grid) then the three cells that were on the row or columns behind him are cleared from memory as new grid cells are placed ahead and immediately load the propper map files.

Not i am sure that this might be a little costly but I've come up with some design techniques to lower file sizes. Each map will be placed within a "mission" file that torque will read then place accordingly. How possible do you think this is? Can this be effectively scripted or should I rewrite the code for the actual torque.exe?

if this is too confusing to work out in your head or on paper, please request a image and I will put a link up of what i mean.

thanks.

#1
04/29/2006 (6:51 pm)
How possible is it? There is source available, so it's very well possible.. but the changes in both your examples are not trivial to make.. and they are not possible to make without source code.

Torque was not built to do this and thus alot of challenges await anyone who will try their hands at something like this.