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.
The mission files I know about that have the following extension ( *.mis ).
What are the *.ter files?
What are the *.ml files?
Thanks Jesse.
#2
Thanks Jesse.
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
as the game will need the .ter to generate the terain and the.mis to place objects onto the terrain
The Trusted One
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
* 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.
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
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.....
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
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 .
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
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?
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?
Torque Owner Mike Rowley
Mike Rowley
.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)