Doors in V12?
by Wael Zeenni · in Torque Game Engine · 04/24/2001 (9:36 am) · 12 replies
I was playing Tribes2 again today (%$@#% thing keeps locking up my win2K machine,but that's another story) and I noticed there aren't any doors or elevators.Does the level editor and the engine support them at all or are those things that we are going to have to program in ourselves? Just curious :)
#2
04/24/2001 (5:39 pm)
Well, I don't know about doors, but it supposedly has waves! How easy would it be to adapt that to produce terrain deformations?
#3
04/25/2001 (4:28 pm)
When I left Dynamix the engine supported doors, but they didn't have elevators working. You're right, I haven't seen a single door in any mission. I'm not sure why they aren't using them. Doors were created in WorldCraft using moving brushes, we'll have to see what's up.
#4
12/25/2001 (11:21 am)
Anyone knows how to implement doors now?
#5
12/25/2001 (12:02 pm)
this is a very good question (modeler is working on doors in max,,im hopeing there is a way to make them solid if closed and when you have a key they will open to let you in
#6
It should be easy.
I'm not a modeler :) I attempted to create a door in max, it had 2 animations - Open to the left, and open to the right. I was going to reverse the animations in script to close it.
For some reason though it isn't showing up in the game. It shows up in the (-show) model viewer, and the animations work. It's just invisible in the game.
I've got the model still, so if anyone wants to check it out just ask.
If I can get a working door model, I'll do the rest of the door scripting, then I'll post it here.
Dark
12/26/2001 (6:22 am)
Doors (in theory) should be very easy to make. You'd need a model with the open/close animations, then you'd script the rest. Make it play the open animation when a player collides with it. You'd probably want to make it open both ways, so you'd have to write something to figure out which side the player is on.It should be easy.
I'm not a modeler :) I attempted to create a door in max, it had 2 animations - Open to the left, and open to the right. I was going to reverse the animations in script to close it.
For some reason though it isn't showing up in the game. It shows up in the (-show) model viewer, and the animations work. It's just invisible in the game.
I've got the model still, so if anyone wants to check it out just ask.
If I can get a working door model, I'll do the rest of the door scripting, then I'll post it here.
Dark
#7
If so mail it to me
12/26/2001 (6:50 am)
do you have it saved in max? (i have max3.1) i'd like to give a stab at itIf so mail it to me
#8
they are translucent, doors are not, they dont have jerky open movents, doors do. no hinges to be oiled, no keys for keyholes. it' s just tribal simplicity. I'm installing forcefield in my house this weekend.
_SmOkkin' Joe_
01/02/2002 (7:53 pm)
the reason for no doors in T2 is one simple fact. Forcefields.they are translucent, doors are not, they dont have jerky open movents, doors do. no hinges to be oiled, no keys for keyholes. it' s just tribal simplicity. I'm installing forcefield in my house this weekend.
_SmOkkin' Joe_
#9
02/25/2002 (8:18 am)
/me just wonders what he has been smoking...
#10
Is that in the engine? (refering to Tim's saying earlier that Tribes 2 had doors when he left) I have not seen a door object, but I think one could be written if it doesnt exist.
Matter of fact would it be worth someone writting game objects that can be placed in the game from worldcraft?
I know with Lithtech, all objects are placed into the map using Dedit, and it works very nicely. I assume that we can do the same type of thing using worldcraft? at least to make doors, glass etc.... Then place them with the ingame editor.
any thoughts?
02/25/2002 (10:23 am)
It would be nice to have a door object, the one would just have to make a brush using worldcraft, bind it to the door object and this would allow for a opening, closing and destruction of the object.Is that in the engine? (refering to Tim's saying earlier that Tribes 2 had doors when he left) I have not seen a door object, but I think one could be written if it doesnt exist.
Matter of fact would it be worth someone writting game objects that can be placed in the game from worldcraft?
I know with Lithtech, all objects are placed into the map using Dedit, and it works very nicely. I assume that we can do the same type of thing using worldcraft? at least to make doors, glass etc.... Then place them with the ingame editor.
any thoughts?
#11
Here's the abridged version:
1. Mappers are lazy shortcut hungry bums. Look to them for lazy, time-saving ideas!
2. If you're in a project, ask your coder! Since you're mapping, you'll have to be in a project (or you're just wasting your time) so ask them... and then you'll have your answer.
3. Get your coder to locate who is working among the GG community on this effect. Have them help out! You can't expect *everything* to fall in your lap :P
02/25/2002 (11:18 am)
Gah, I just deleted my post by accident!Here's the abridged version:
1. Mappers are lazy shortcut hungry bums. Look to them for lazy, time-saving ideas!
2. If you're in a project, ask your coder! Since you're mapping, you'll have to be in a project (or you're just wasting your time) so ask them... and then you'll have your answer.
3. Get your coder to locate who is working among the GG community on this effect. Have them help out! You can't expect *everything* to fall in your lap :P
#12
I am not sure what you have against people who map, but without them, there is no game. Contrary to popular belief being able to design a commercial quality map is not an easy thing to do. Plus, you have to be able to work with 3d artists, 2d artists, and coders (mostly people who think they are better then you)
Fact is, most good level designers also, know at least something about scripting/coding, and do alot in designing the look and atmosphere of the game, which is what people BUY.
So why don't we give Level Designers their dues, they/we are not lazy, I spend a good amount of the 40 hours a week I spend designing our games in a level design activities.
02/26/2002 (12:23 pm)
Matt,I am not sure what you have against people who map, but without them, there is no game. Contrary to popular belief being able to design a commercial quality map is not an easy thing to do. Plus, you have to be able to work with 3d artists, 2d artists, and coders (mostly people who think they are better then you)
Fact is, most good level designers also, know at least something about scripting/coding, and do alot in designing the look and atmosphere of the game, which is what people BUY.
So why don't we give Level Designers their dues, they/we are not lazy, I spend a good amount of the 40 hours a week I spend designing our games in a level design activities.
Torque Owner Curtis Turner II
39th Studios, LLC
Back to topic, I am also curious if the engine supports dynamic/deformable terrain in the way of simple things like doors, lifts, etc. not necessarily deformable in the way the Myth-series games had deformable terrain.