Racing game world/track
by Chanan Eli · in Game Design and Creative Issues · 09/26/2006 (5:00 am) · 10 replies
Hi
I'm new to Torque and I wonder how to go about creating a race track. I want to create F1 style tracks and not offroad kind of tracks like in the racing example. There should be grass/sand around the track with walls farther away. There should be trees and buildings here and there behind the walls too.
Should I use the terrain editor for the underlying terrain and put a modeled track ontop? That sounds kind of tricky to me. I probably need too create the terrain and track together. Should this be in a gigantic DIF file? I guess it's not really an optimal scenario for a BSP system.
I have tried to find information about this, but I haven't found anything useful.
I'm new to Torque and I wonder how to go about creating a race track. I want to create F1 style tracks and not offroad kind of tracks like in the racing example. There should be grass/sand around the track with walls farther away. There should be trees and buildings here and there behind the walls too.
Should I use the terrain editor for the underlying terrain and put a modeled track ontop? That sounds kind of tricky to me. I probably need too create the terrain and track together. Should this be in a gigantic DIF file? I guess it's not really an optimal scenario for a BSP system.
I have tried to find information about this, but I haven't found anything useful.
#2
09/26/2006 (5:35 am)
Unfortunately that will restrict the track design alot, I think.
#3
09/26/2006 (5:39 am)
Not if you make a modulated Lego-like system of interlocking pieces. Sure, it makes things a bit more limited in that it's not so easy to have minor variations (such as a small rise), but it makes new tracks a snap to build.
#4
09/26/2006 (7:39 am)
For city roads and such that might be a good idea, but for realistic race tracks where no corner looks the same that won't work.
#5
There are pros and cons to a giant DIF. Two pros are things such as more variety and the engine doesn't have to track very many separate DIFs (though this is less of a problem in TSE since there is instance rendering). Two cons are that it may take longer to make a track (unless you have them built as prefabs and change from there), and no LOD/culling at all.
You might be able to get away with it all in DTS format. You might be able to paint it directly onto the terrain, either in stock TSE or a modified TGE (though I can't confirm either).
At any rate, I wouldn't discount the power of a modular system --especially if you'd like to rapidly create tracks, and allow your players to build their own.
09/26/2006 (8:03 am)
If you already knew the answer, why did you ask? =PThere are pros and cons to a giant DIF. Two pros are things such as more variety and the engine doesn't have to track very many separate DIFs (though this is less of a problem in TSE since there is instance rendering). Two cons are that it may take longer to make a track (unless you have them built as prefabs and change from there), and no LOD/culling at all.
You might be able to get away with it all in DTS format. You might be able to paint it directly onto the terrain, either in stock TSE or a modified TGE (though I can't confirm either).
At any rate, I wouldn't discount the power of a modular system --especially if you'd like to rapidly create tracks, and allow your players to build their own.
#6
I'm looking for the kind of info you just gave me Eric. How well/optimal Torque can handle different solutions for creating tracks.
As I see it, culling and LOD are probably the biggest problems.
09/26/2006 (8:31 am)
I probably wasn't to clear in my first post, about what I wanted to know :)I'm looking for the kind of info you just gave me Eric. How well/optimal Torque can handle different solutions for creating tracks.
As I see it, culling and LOD are probably the biggest problems.
#7
this resource can build it's own lod system as well as handle sections for breaking it up for the scene graph.
Torque does have interior instance rendering.
09/26/2006 (9:48 am)
I would write a custom resource to generate the track given a path.this resource can build it's own lod system as well as handle sections for breaking it up for the scene graph.
Torque does have interior instance rendering.
#8
09/26/2006 (9:51 am)
Brett Fattori has the coolest solution, but I don't know if it's still being developed. Some more updated in-game pictures can be found here.
#10
09/28/2006 (7:49 am)
Eric: That link gave me some more ideas, thanks.
Torque 3D Owner James Bond