Game Development Community

Simple Terrain Mesh

by Josh Presseisen · in Constructor · 04/16/2007 (5:58 pm) · 6 replies

Alot of times the torque terrain just doesn't do what I want, and it would be great to be able to have a 10x10 grid to play with in torque so I could do small hills, or rocky cliffs inside of Constructor where more texture detail is needed.

#1
04/17/2007 (4:31 pm)
You could just this terrain piece as a DTS in the 3D modelling tool of your choice and import it into Constructor. This would allow you to have cliffs, overhangs, caves, and a much higher texel density.
#2
04/26/2007 (5:27 pm)
Hay there guys,

Humm, yes, but there is a 256 bps constraint on mesh I found yesterday witch bummed me out as I was hoping the Big C would at least be 32 bit if not 64, but gues not.

So my questain is this. I agree with the need to be able to bring in mesh, so we can create building that will follow the terrain/placement/sizeing to see how it is in relation to the level we are building. So while a .dts we could bring in and I gues that could work, it still is a work-around and would be much better if we could at least bring in a .ping and have an actual terrain to work on. Now with L3DT 2 TGEA, with chuncked files, that may not be to feasable ATM, but we can use the .ping for layout, even if it will not export all out as a .mission file witch would be beyond sweat /smiles. and /hints real heavy......

So a plugin would be a good thing if someone would write a plugin for us dumb non-programer artists here (raises hand as the dumb artist) and hopes someone is on it /smiles.

DeathTwister aka Maylock
#3
04/26/2007 (6:15 pm)
Quote:
256 bps constraint on mesh

Huh?
#4
04/27/2007 (6:42 am)
Hay /smiles and morning.....first cup of Java,

Yes, I had an error when trying to export out as a .diff that I could not export as I had more then 256 brushes on an interrior face I think it said aon at least one of my objects (I think it was one or both of 2 balls I had 32by32 to make it round) I have to go back in and expierement with the fill to see what did it. Not only that it crashed C to the desktop every time, and I had to restart it 3 times before I gave up on that file and went on to other things as I was getting behind and figured I would come back to it, and yes I could post the file if you guys would like? minus the textures of course. Unless you need them as well? I think it is just 2 I have atm on them. I can zip it all up for you if needed.

DT
#5
04/27/2007 (10:04 am)
Had that problem too, too many faces on a brush. I tried doing some pseudo mesh thing for terrain *sort of like atlas*. Didn't work :( I think if you overcome some of the issues with constructor and the engine, you could easily integrate terrain building and interiors together, get away for the bump map terrain forever.
#6
04/27/2007 (12:06 pm)
Yes yes,

Yes I agree for this part of building mission stuff as texture on the terrain is not that important until it is in the engine. A simple .ping import to terrain or something is all that is needed atm, as a HF will or could be very costly file size wise as well until it is in TGEA as an example, and TGE uses .pngs for terrain native, or did last time I did one /winks. maybe a base color of tan/brown/ or a kelly green is all that is needed so we can work on the layout?

This would be sweat if they do get to making that as a feature, if no one does it as a plugin /smiles and /hints real heavy .....lol