Game Development Community

I have several questions.

by ysun · in Torque Game Engine · 06/18/2006 (11:39 am) · 5 replies

Hello, mates, I have several questions, I appreciate if someone could answer them.

1. If I want to add lean left/right, fell flat and squat into an FPS game, which part should I edit?

2. If I want to make Great Wall on the hill top with continuous altitude difference, how to do it? Import the Great Wall model first and then fit the altitude of terrain to the Great Wall? or are there any other ways to make it?

3. If I don't touch the TGE source code compiling, how far can I go or how good an FPS game might be?

4. The TGE 1.4 is always crashed, is there any way to avoid this?

Thank you.

#1
06/18/2006 (11:48 am)
1. There's a resource available that lets you add crouch and prone positions. The leaning could be achieved through simple scripted animations, I think.

2. I don't understand.

3. You'll want to compile some additions to the engine to maximize your features and potential. There are some great resources available that will only enhance your game and allow you to do what you want in most cases.

4. At what point does it crash?
#2
06/18/2006 (11:59 am)
Thank you, C2. Very nice answers, now I understand.

about the question 2, I mean how to make a sinuous building in the sinuous mountain tops? Like Great Wall in this picture: http://img72.photo.163.com/cntopman/8260855/172661871.jpg , it's not a horizontal building with a flat bottom.

about the question 4, when I delete some values like sky, etc. it crashed some times, one time the UI disappeared but the thread was still in memory. I don't know if there ware some limits on using TGE, like the limits of Radiant Editor is we can not hollow 2 brushes in it, otherwise it will crash.
#3
06/18/2006 (1:59 pm)
The best way I can think of is first creating the wall (all wavy as it is), placing it in the game, and then sculpting the terrain to form around it as it should.

Alt+Tab, switching programs causes TGE to seem to disappear from the taskbar, but remain in memory, visible in the Task Manager. But for this, it's possible that the editors aren't as stable in the TGE 1.4 release yet, especially when deleting items.
#4
06/18/2006 (4:16 pm)
Also, when you delete random things, like the sky, you may get other objects which depend on it. Why would you want to delete the sky anyway? I would just mod it to your specifications if I were you.

If you really want to delete random values from TGE, run the engine in debug using visual studio express 2005, or whatever you use to compile the engine, and trigger the crash. When you do, the engine will break, and you can examine the call stack to find out what other classes rely on the object you just deleted, and you can disable them.

As for your great wall, do you want an accurate representation of the wall, or something which resembles the wall? If you want cookie points, you could go into your editor, modify your terrain, and put a path under the terrain that you want the wall to follow, and create a class which dynamically places wall chunks at the terrain level following the path as closely as possible and connecting the chunks using quads. Apply a wall texture, and poof, you have a wall. This would take a lot of work, and thinking through, but I've modified the path class before, and I know that what you want can be accomplished via code.

But, if its only one level which won't be changing, its probably not necessary to do all of that. Model your wall in 3ds max or quark, and load it into the scene. Then bring the land up to the bottom of the wall.

-Griff
#5
08/12/2006 (10:03 pm)
Thanks, m8s. TGE V1.4 seems not very stable on my PC, some normal operation(not delete the sky. ;P) can make it disappered in my task bar and Alt+Tab still can not make it appear again though it is still in system thread list. My OS is WinXP simplified Chinese edition, but I don't think there is some relationship between these.

Making a path class is some difficult for me currently, but I try other ways both of you told me. Thank you.