Game Development Community

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!

#1
10/07/2006 (5:22 pm)
Play around in the terrain editor, I forgot where exactly, but somewhere In there you can set it to cut out terrain.
#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
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
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.