Interiors and the controls I need
by Adam Wilson · in Artist Corner · 11/03/2006 (8:09 am) · 17 replies
This is what has to be done for what I am working on..
1. Buildings must have interiors.
2. Turn on / off lights
3. Hide all the top floors and view into the bottom floor's
4. Transparent windows able to view into building.
5. Change the textures (back and forth)
Problems with Step 3 is when zoning and you are in free fly camera mode you will not be able to see inside the building. (this has the same issue with the windows Step 4 but can be fixed by putting a portal and a detail brush for the window.)
Is there any way in engine TSE and newer to turn of the zones and turn them back on?
Problems with Step 5 is that I have read you can't change textures on a Dif file but I have come across a fix I just would like to confirm this fix to work like I would like..
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10558
1. Buildings must have interiors.
2. Turn on / off lights
3. Hide all the top floors and view into the bottom floor's
4. Transparent windows able to view into building.
5. Change the textures (back and forth)
Problems with Step 3 is when zoning and you are in free fly camera mode you will not be able to see inside the building. (this has the same issue with the windows Step 4 but can be fixed by putting a portal and a detail brush for the window.)
Is there any way in engine TSE and newer to turn of the zones and turn them back on?
Problems with Step 5 is that I have read you can't change textures on a Dif file but I have come across a fix I just would like to confirm this fix to work like I would like..
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10558
About the author
#2
this is just the first floor I have 3 more like it.. and having the outside all most done it is starting to get slow.. and that is why I asked if there was a way to turn off the portaling that would make it much more realistic idea so that I can turn it back on to get the FPS that is needed..
11/03/2006 (8:48 am)
This is what I am up against and I almost need to have it portaled out so that I get better rending FPS.. this is just the first floor I have 3 more like it.. and having the outside all most done it is starting to get slow.. and that is why I asked if there was a way to turn off the portaling that would make it much more realistic idea so that I can turn it back on to get the FPS that is needed..
#3
Fore Example have my main building all 3 floors and portaled out.. and then make 3 more LOD map files 1st floor 2nd floor 3rd floor not portaled and if I would like them textured change to new Texture file and swap them out with the change with %myInterior.setDetailLevel(0);
Will this work like I need it to?
--Edit
and does this work in MS4
11/03/2006 (8:57 am)
What about saving different LOD's for the different floors and replacing it in code to what you want Fore Example have my main building all 3 floors and portaled out.. and then make 3 more LOD map files 1st floor 2nd floor 3rd floor not portaled and if I would like them textured change to new Texture file and swap them out with the change with %myInterior.setDetailLevel(0);
Will this work like I need it to?
--Edit
and does this work in MS4
#4
11/03/2006 (9:32 am)
So that is work and it isn't working.. fore example I would like the LOD to work even when I am in the building how can I go about seating the $pref::Interior::detailAdjust to false? And would that fix my problem of it switching back to main LOD when interring the building?
#5
11/03/2006 (10:25 am)
It worked to stop the LOD's switching on free fly but still when you back into the building it goes to 1st LOD.
#6
11/03/2006 (11:33 am)
Adam I'm not sure what youre trying to do here, but it sounds like you're trying to optimize your interior rendering. I think you can use setdetaillevel() to manually set the LOD for the interior while the player is inside. also, use hallways with corners to block view of the portal until the player is right at the doorway. as long as a portal opening is within view, all of the polys in that portal will be rendered. use wireframe mode to see exactly whats being drawn using portals.
#7
That WILL need portals, or your game will crawl.
I recall a thread of yours where you were having issues.
11/03/2006 (12:50 pm)
Did you figure out how to use BSP tools yet?That WILL need portals, or your game will crawl.
I recall a thread of yours where you were having issues.
#8
This is the low down I would like to make a 3 floors in a building and then with some script hide each floor so I can see that floor.
So I was trying to do it with LOD's and seating the %myInterior.setDetailLevel(#); it works great as long as I am on the outside looking in but If I go inside the building the LOD goes back to first detail level. Is there a way to set it p so you can keep that LOD you seat even when you are on the inside..
Allyn
I knew how to do it before I was just stressing that the map2dif and the inconsistency of the tools to build map files go hand in hand and make it harder than it should be to build levels.
Thanks for your help.
11/03/2006 (1:35 pm)
Sean H. This is the low down I would like to make a 3 floors in a building and then with some script hide each floor so I can see that floor.
So I was trying to do it with LOD's and seating the %myInterior.setDetailLevel(#); it works great as long as I am on the outside looking in but If I go inside the building the LOD goes back to first detail level. Is there a way to set it p so you can keep that LOD you seat even when you are on the inside..
Allyn
I knew how to do it before I was just stressing that the map2dif and the inconsistency of the tools to build map files go hand in hand and make it harder than it should be to build levels.
Thanks for your help.
#9
if YES how?
11/07/2006 (7:40 am)
Is there any way in script to move your camera to the next zone? if YES how?
#10
11/07/2006 (7:46 am)
The camera code is not "zone-based". What you would need to do is create a camera path and move between the nodes on the path. See the feature tutorial in the TGE demo. They do this to show off the various features of TGE.
#11
The map2dif is making zones that I do not want. As of right now my building is just the outside walls no floors so it should only have 1 zone but it says it has 3 or 4 zones.. I have been lucky on some of the zones and found them inside the engine with setInteriorRenderMode(7) and they are so small I would have to say about 0.0005 m width. Some are on the outside of the walls and some are inside the walls. I was just thinking if there was a way to move the camera to the next zone and then the next I could at least locate were the problem so I could fix the zones in the tool.
11/07/2006 (8:11 am)
I need a way to fined the zones that the map2dif is creating.. The map2dif is making zones that I do not want. As of right now my building is just the outside walls no floors so it should only have 1 zone but it says it has 3 or 4 zones.. I have been lucky on some of the zones and found them inside the engine with setInteriorRenderMode(7) and they are so small I would have to say about 0.0005 m width. Some are on the outside of the walls and some are inside the walls. I was just thinking if there was a way to move the camera to the next zone and then the next I could at least locate were the problem so I could fix the zones in the tool.
#12
11/07/2006 (8:36 am)
Yeah. I've read about your problems with created zones appearing. I wish there was an easier way for you to find and get rid of them.
#13
This should not be happening if you are building your areas correctly.
How are you making them, what tools are you using, are you snapping to grid. Are you building your building in sections of like shaped "zones".
11/07/2006 (8:59 am)
Quote:I need a way to fined the zones that the map2dif is creating..
The map2dif is making zones that I do not want. As of right now my building is just the outside walls no floors so it should only have 1 zone but it says it has 3 or 4 zones.. I have been lucky on some of the zones and found them inside the engine with setInteriorRenderMode(7) and they are so small I would have to say about 0.0005 m width. Some are on the outside of the walls and some are inside the walls. I was just thinking if there was a way to move the camera to the next zone and then the next I could at least locate were the problem so I could fix the zones in the tool.
This should not be happening if you are building your areas correctly.
How are you making them, what tools are you using, are you snapping to grid. Are you building your building in sections of like shaped "zones".
#14
I am snapping to grid and moving vertices around I can get red of them It is the fact that I am shooting in the dark when it comes to trying to fix them.. I just would have loved there to be a way to move to the zones in the engine in a free fly camera.. that way I could see were the zones are being created.
Allyn what is building the areas correctly.. what exactly does that mean.. do you have a great tutorial you worked off of.. I would love to read it for the only things that I can fined about modeling I have all ready read and all the tricks that people have to do to get there tools to work..
11/07/2006 (9:26 am)
The over all plane is to zone all the rooms out or sections of the building.. I am making one large building.I am snapping to grid and moving vertices around I can get red of them It is the fact that I am shooting in the dark when it comes to trying to fix them.. I just would have loved there to be a way to move to the zones in the engine in a free fly camera.. that way I could see were the zones are being created.
Allyn what is building the areas correctly.. what exactly does that mean.. do you have a great tutorial you worked off of.. I would love to read it for the only things that I can fined about modeling I have all ready read and all the tricks that people have to do to get there tools to work..
#15
What tool are you using to create the BSP? Ill look up some good ones for you.
11/07/2006 (9:32 am)
What do you mean "Move the zones"?What tool are you using to create the BSP? Ill look up some good ones for you.
#16
11/07/2006 (9:36 am)
Move to the zone with the camera in engine after I seat the setInteriorRenderMode(7) to display the zones and portals.. this way I can see were the unwanted zone is and attempt to fix it with the tool.. and then I would know more clearly what I am doing wrong when modeling and what to look for.
#17
I think you are approaching this from the wrong directions. You should make each room by its self, with its proper portal. Then once you have most/all the rooms and hallways built, start to combine all the parts (making sure to reuse Like rooms) in one file. you may even need to do parts of your building as separate parts and then align them in the engine. Keeping in mind that technically, and most likely you WILL be making a zone for each room, and most likely 1-3 for each hallway.
Also, i would be very care full when using the vertex editing. Unless you are, it WILL cause you major issues down the road. This isn't a polysoup editor your using here.
So, Make one room (The most generic one you have and the one that is used the most in your building, i see a few) and export it with its portal... then make the next one.
Im not trying to be offensive here, but the building you are trying to make is completely possible to make, but you must design HOW you are going to do it. And for a new user to BSP type construction, that is quite an undertaking you have there. There are some shapes and "Curves" that will need to be worked out.
My recommendation is to break that first floor up into logical break points (i'm thinking about 5-7) and make each section one at a time. Checking that you are following BSP best practices and using vertex editing very sparingly.
I'm thinking that the way you are using vertex, and i bet carve is creating the random "zones" you are talking about.
Keep in mind, that a room with 4 doors, and subsequently 4 "portals" in the torque engine is 2 zones.
One for the outside world, and one for your room.
And i still need to know WHAT tool you are using.
See if this will help you.
http://torque.smdlabs.com/difEx.htm
11/07/2006 (10:03 am)
I just read again that you are doing the outside first?I think you are approaching this from the wrong directions. You should make each room by its self, with its proper portal. Then once you have most/all the rooms and hallways built, start to combine all the parts (making sure to reuse Like rooms) in one file. you may even need to do parts of your building as separate parts and then align them in the engine. Keeping in mind that technically, and most likely you WILL be making a zone for each room, and most likely 1-3 for each hallway.
Also, i would be very care full when using the vertex editing. Unless you are, it WILL cause you major issues down the road. This isn't a polysoup editor your using here.
So, Make one room (The most generic one you have and the one that is used the most in your building, i see a few) and export it with its portal... then make the next one.
Im not trying to be offensive here, but the building you are trying to make is completely possible to make, but you must design HOW you are going to do it. And for a new user to BSP type construction, that is quite an undertaking you have there. There are some shapes and "Curves" that will need to be worked out.
My recommendation is to break that first floor up into logical break points (i'm thinking about 5-7) and make each section one at a time. Checking that you are following BSP best practices and using vertex editing very sparingly.
I'm thinking that the way you are using vertex, and i bet carve is creating the random "zones" you are talking about.
Keep in mind, that a room with 4 doors, and subsequently 4 "portals" in the torque engine is 2 zones.
One for the outside world, and one for your room.
And i still need to know WHAT tool you are using.
See if this will help you.
http://torque.smdlabs.com/difEx.htm
Torque Owner AllynMcelrath
1. Build your buildings without portals.
2. Build them with one floor being a separate DIFF than another
3. make sure that the roof of your first floor, is the floor of your second (so you just hide or remove only one).
4. Butcher the "fade" code from DTS (i don't know how or if its possible) or, Ray cast to players XYZ from your camera, and DIFF in the way, remove it from the level saving its XYZ for replacement.
Transparent windows are completely doable buy using normial DIFF construction means, reason i say make them without portals is the portling i think will effect the look and feel of what you are trying to do, and may have some issues when you remove a layer of your building.