Torque question
by Tafts · in General Discussion · 03/24/2007 (8:55 pm) · 1 replies
Ok, New to using torque for game development, my main question is would it be easier to create a section of the land scape in an external 3d program and import it in, or to make the majority of the landscape in torque and just import smaller objects into torque?
Thanks
Tafts00
Thanks
Tafts00
About the author
Torque Owner DodongoXP
buildings and houses are normally done as torque "interiors" or DIF files.. are convex only shapes.. made with bsp editors like quark
its all about on how the colision detection system is done.. with dif files what you see is what you colide with.. in dts files you have to do colision boxes..dts can have concave and convex shapes but the colision boxes need to be convex only.. the colision boxes are the low poly representation of the object.. for the colision detection system (you colide with the boxes instead of the actual model to save resources)..
you should search on this site about convex or brush based shapes... and concave or polysoup shapes.. to understand more how the colision detection system on torque and most game engines work...
i would recomend you if the building is extremely big.. ensamble it on pieces on the torque editor... otherwise you can make all the shape on the external editor and then import it in the torque editor... with dif shape you cant get too far in matter of level of detail..but you could make the basic shape of the landscape in dif files.. and attach detail shapes in dts files to it with the apropiate colision boxes where they apply.. to reach a nice and decent level of detail of your scene...
but i seriously recomend you to first read all about convex and concave shapes first ... before you start to get your hands dirty...
cheers!