Game Development Community

Mission Area need help plz.

by Zeph · in Torque Game Engine · 05/08/2006 (2:46 pm) · 6 replies

Hi just got Torque 2 days now been using the engine and going through the code. Ive looked ont he forums as well...

This is my problem... The Mission area green and red box... I would like to increase the size of this area so as to make it cover a larger area, is this possible and how? I read the tutorial on land meshing, maybe at some time I would like to go this route. What I am trying to do is make a MMPOG FPS shooter somewhat simalair to Project Entropia, but a cross breed between Project Entropia/Diablo/A Tale in The Desert/Runescape/Ultima Online/Dark Age Of Camalot. So basicly my land needs to be large, and continuous, understanding that I will eventually need to mesh Mission areas. But I would like to start out with one large mission area to test and build a first city or world so to speak very much how runescape started out with one mission city area... Then they built apon that eventually. I just need a temp large enough area that i can get into game and test features that I code and implement like objects/Items/buildings/npc/monster spawns ect...Maybe even enough space for 2-3 Cities would be nice ;-)
Thanx for Your help...

#1
05/08/2006 (3:06 pm)
The stock TGE terrain can't be increased beyond that size without... messing with a lot of complicated source stuff or breaking things. There was a lot of work on ways to fix this way back when, but nowadays, you're going to be much better off using TSE and it's Atlas terrain if you want to be doing _really_ large land areas. If you're just looking to prototype gameplay (which you should be), I'm sure you can test quite a bit with just TGE's terrain as is.
#2
05/08/2006 (4:10 pm)
Thanks for the prompt reply... I will check into TSE Atlas terrain... I deefinatly dont want to break anything lol its hard as it is right now lol...
I am prototyping gameplay. Ive used several engines before and non of them ever lived up to my expectations.. Some lacked in some areas where the others did or did not ect... The Torque engine made my eyes pop and left me with a grin in my sleep for many months. I loved the ability to edit land scale and paint on the go... Ive never fully tested a prototype due to my unsureness in which engine to choose. Now that Ive made a decision with torque and have full source, I wouldnt mind pushing it to its limits on a small 1-3 town size mission area. A small task indeed, but I would like to finally finish something from start to end on a prototype level where a player can use and implement all the basics of game play. And even allow a few private investers log in and say wow nice ok we can do this we see Your work... I have them all lined up and a person willing to provide dedicated servers. Basicly, I need to build it and they will come..
#3
05/08/2006 (4:18 pm)
Oh The torque TSE Shader Engine.... This is an add on to the 1.4 build no? Or should I have origionally purchased the tse in stead of the 1.4 Torque? If so I wish this was more clear that this was the new build before I purchased the other....
#4
05/08/2006 (4:38 pm)
Oh The torque TSE Shader Engine.... This is an add on to the 1.4 build no? Or should I have origionally purchased the tse in stead of the 1.4 Torque? If so I wish this was more clear that this was the new build before I purchased the other....
#5
05/08/2006 (4:49 pm)
Right now you can't purchase TSE without buying TGE first (the price of TGE is taken off from the TSE price then though). TSE's terrain engine is much more advanced, but it doesn't _yet_ support the brush based modeling that TGE's does. TSE is not an add on to TGE, it is a seperate engine, but it shares a lot of the core code of TGE. This means you can code a lot of your game setup in TGE, and port it to TSE later. I would recommend to start with, you prototype your game ideas in TGE, working within the existing terrain limits, and move to TSE later when you have some gameplay setup and TSE itself is more complete (they insist it will be fully released before the end of this year).
#6
05/12/2006 (1:27 pm)
I had this idea and was wondering if this would be possible... Since the land repeats, would it be possible if I make the look like it blends in with each other. Then for every area after it I move the mission box by changing its coords there for the landscape stays the same and I can just change start positions of where each mission ends and save each one as a dif Mission... Was wondering if this would work...