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What are the different files in the missions folder?

by Carpenter Software · in Torque Game Engine · 08/07/2006 (4:40 pm) · 11 replies

What are the different files in the missions folder?

The mission files I know about that have the following extension ( *.mis ).

What are the *.ter files?
What are the *.ml files?

Thanks Jesse.

#1
08/07/2006 (4:57 pm)
.mis is your mission file
.ter is the terrain file
.ml is the lighting file. (you can delete these before shipping. tge makes a new one each time you start your game)
#2
08/07/2006 (7:09 pm)
So in other words just to clarify, the *.mis and *.ter files must stay in the mission folder before shipping?
Thanks Jesse.
#3
08/07/2006 (8:58 pm)
Yup,

as the game will need the .ter to generate the terain and the.mis to place objects onto the terrain

The Trusted One
#4
08/07/2006 (9:31 pm)
If your game is multiplayer:

* the .mis file only needs to be on the server.
there's no point in having it on the client install,
the server transmits all the info anyhow.

* i'm not sure whether the client needs the .ter file or not. probably not.

* the .ml file does not need to be distributed on client *or* server,
the client will generate it the first time it loads the mission.
one small note here is that if you *do* include the .ml file with the client,
then the client won't need to generate it,
but in general you should only do that if your mission takes a very long time to light.
- if that sounds like something you're interested in, there's more details, but that's the main idea.
#5
08/07/2006 (10:21 pm)
Is it possible to hard code the mission *.mis files? In other words, I want to know and learn if scripted code can also be compiled with C/C++?
#6
09/11/2007 (4:17 am)
How will i make my own terrain (.ter) file ?Please suggest me ...
#7
09/11/2007 (4:18 am)
Take the new mission ter, create a new terrain ,modify it ans save the ter.
#8
09/12/2007 (1:50 am)
Thanks Marc .I did by your way.
#9
09/12/2007 (5:50 am)
Hi,
I want to fix RainDrop in specific area of terrain but this is happening in over the world.So how will i fix it ?
Please give me right solution.....
#10
09/14/2007 (3:27 am)
I found the solution for fix raindrop in certain area of terrain.

open up ur header file.

/engine/game/fx/precipitation.h

comment to the following line

about line number 196 and erase it.

// else if (drop->position.x > box.max.x)
// {
// while (drop->position.x > box.max.x)
// drop->position.x -= mBoxWidth;
// recalcCutoff = true;
// }


about line number 209 and erase it

// else if (drop->position.y > box.max.y)
// {
// while (drop->position.y > box.max.y)
// drop->position.y -= mBoxWidth;
// recalcCutoff = true;
// }

about line number 225 and erase it


// else if (drop->position.z > box.max.z)
// {
// while (drop->position.z > box.max.z)
// drop->position.z -= mBoxHeight;
// recalcCutoff = true;
// }

again open the file

/engine/game/fx/precipitation.cc


go to the line number about 680 and erase these lines

//make a box
// Box3F box(camPos.x - mBoxWidth / 2, camPos.y - mBoxWidth / 2, camPos.z - mBoxHeight / 2,
// camPos.x + mBoxWidth / 2, camPos.y + mBoxWidth / 2, camPos.z + mBoxHeight / 2);

//offset the renderbox in the direction of the camera direction
//in order to have more of the drops actually rendered
//box.min.x += camDir.x * mBoxWidth / 4;
// box.max.x += camDir.x * mBoxWidth / 4;
// box.min.y += camDir.y * mBoxWidth / 4;
// box.max.y += camDir.y * mBoxWidth / 4;
// box.min.z += camDir.z * mBoxHeight / 4;
// box.max.z += camDir.z * mBoxHeight / 4;


and add it by

-> Box3F box(300.506, 280.246, -0.567,450.506, 445.257, 20.396);

these position can modify by the terrain size.


go to the line number 680 and erase it

// if (mRotateWithCamVel && camVel != VectorF(0,0,0))
// {
// F32 distance = orthoDir.len();
// velocity -= camVel / (distance > 2 ? distance : 2) * 0.3;
// }

save and compile ur engine.

open up ur stronghold.mis file

and add

new Precipitation(raintest) {
position = "-42.8688 -149.72 270.259";
rotation = "1 0 0 0";
scale = "1 1 1";
nameTag = "rain1";
dataBlock = "HeavyRain";
minSpeed = "2";
maxSpeed = "2.5";
minMass = "5.75";
maxMass = "6.85";
maxTurbulence = "0.1";
turbulenceSpeed = "0.2";
rotateWithCamVel = "1";
useTurbulence = "0";
numDrops = "9000";
boxWidth = "100";
boxHeight = "100";
doCollision = "1";
};

make a datablock for HeavyRain .
#11
04/22/2010 (1:50 am)
{* the .mis file only needs to be on the server.
there's no point in having it on the client install,
the server transmits all the info anyhow.}
if I use MissionCleanup.add(someObject) method in server,
how this gaost object sent to the client?