How to Create an Underground Level
by SpaceMonkey · in Torque Game Engine · 10/07/2006 (5:16 pm) · 10 replies
Hello,
I'm planning to create an underground stage (somewhere along the lines of a subway stations/tunnel in New York City). I already created some simple tunnels and stairways using quark. Now how do I make a cut/break in the terran such that my character can walk through the terran (giving the illusion that he's walking underground?)
Thanks!
I'm planning to create an underground stage (somewhere along the lines of a subway stations/tunnel in New York City). I already created some simple tunnels and stairways using quark. Now how do I make a cut/break in the terran such that my character can walk through the terran (giving the illusion that he's walking underground?)
Thanks!
About the author
#2
10/07/2006 (7:08 pm)
F11, terrain editor, action, set empty. Make sure you have a very small brush selected and hard brush selected as well. It will cut out a square hole in the terrain.
#3
10/08/2006 (6:14 pm)
You may need to adjust the height of the just emptied terrain square to actually make it dissappear (due to bug with editor)
#4
12/31/2006 (2:45 pm)
There's a much easier way. Open the mission file in notepad and just get rid of the datablock of the terrain. Gone. Done :)
#5
12/31/2006 (3:52 pm)
Hmm well that removes the entire terrain. The other posts reffer to simply cutting out a square of it.
#6
01/01/2007 (10:25 pm)
Another option will be to add a teleport
#7
PS I know this is an old thread, but I know that others will have this problem, and I figured having a definitive answer would be handy.
02/20/2007 (8:18 pm)
I was reading the GPGT, and I saw it said that a portal-based brush could cut out the terrain rendering inside (a la making a tunnel with stairs and a portal at each end that intersects the terrain) by setting the interior's 'showTerrainInside' to false. Where exactly, I don't know. It just says that in the InteriorInstance section of the Basic Game Classes chapter. I assume if you have a script associated with the interior, it would go in there. I will look into it more.PS I know this is an old thread, but I know that others will have this problem, and I figured having a definitive answer would be handy.
#8
02/20/2007 (8:52 pm)
Well, when I messed around with 'showterraininside' who knows how long ago, I think the collision still affected the player, which isnt' very helpful. Maybe this has changed?
#9
02/20/2007 (8:54 pm)
Actually, using both the Set empty and the 'showterraininside' should be the most effecient way of doing it. There's a few very ancient posts about it.
#10
But then again, it was an Atlas terrain, so maybe it's a different thing with that. I don't know, there's too many variables. I haven't figured out how to use legacy terrain in TGEA yet, so I can't test the other terrain. But whatever.
02/22/2007 (9:08 pm)
Hmm...showTerrainInside didn't do anything for me. (BTW, it is defined in the mission file under "new InteriorInstance")But then again, it was an Atlas terrain, so maybe it's a different thing with that. I don't know, there's too many variables. I haven't figured out how to use legacy terrain in TGEA yet, so I can't test the other terrain. But whatever.
Torque Owner Ben Ewing