Game Development Community

L3DT for Torque

by Morrie · in General Discussion · 08/10/2007 (5:56 pm) · 3 replies

I'm thinking about buying the L3DT for Torqe (TGEA). I was wondering if I can change the texture colors after Ive imported it into the engine. Also can I modify the terrian after I import it into the engine.

Doe's anyone have a couple of the latest screen shots.
This is just some information I want to know before I buy it.

#1
08/31/2007 (3:34 pm)
I guess I must be an advanced user of the Torque engine. I find it extremely easy to use the tools that already come with Torque to create my terrain, than just buying a new tool to create something that I already can do without it.

BTW, I only own 1..4.2. I have no plans to upgrade to 1.5 as 1.4.2 does what i ask it to. But I do plan to buy TGEA mainly for the shader support, quite possibly GEoTerrain, and Puppeteer.

So what are the advantages L3Dt have over the Mission Editor present in Torque 1.4 or GeoTerrain in !.5
#2
08/31/2007 (5:16 pm)
@CJW
Puppeteer is a name for boned animation. You already have that support with 1.4. It is not an animation tool.

GeoTerrain is another name for legacy terrain. You already have that support in 1.4.

L3DT allows you to make and sculpt ATLAS2 terrains, which are very large and not in the TGE base.

@Morrie
No. You must make your changes in L3DT and then import it into the engine. It creates large mesh terrain chunks that are then used in the engine. You cannot change the textures or the mesh on the fly without changing the terrain engine code.
#3
09/04/2007 (6:11 pm)
@David

So how much larger are L3DT terrains over Torque's?
Does the terrain feature in 1.4 have a special name?

BTW, this may be too difficult to ask, since I've seen 500 page books written on the subject?
How does shaders inprove the quality of the graphics? And now many are there?