Game Development Community

Need some technical infos

by Browser_ice · in Torque Game Engine · 10/14/2007 (10:12 pm) · 2 replies

Hi, I need the following technical infos (keep in mind I have no access to code changes so this is strickly from a designer point of view):


Terrain questions
- is the terrain covering the whole world or can I have like several of them not being connected to each others at all
- what are the minimum/maximum size of the terrain/world
- the Torque engine I tried at the office had an island which was mirrored in all directions as if the world itself was being tiled. Is this always the case or is done through a terrain/mission/code option ? Also, is it a simple tiling system or does it realy mirrors ?
- are the textures being used on the terrain maximum size greater then 256x256 or 512x512 ?
- can I use bumpmaping/normals, specular, reflections on the terrain and if so, how ?

Objects
- 3d objects created like with 3d max are what you call DTS, right ?
- what are the minimum/maximum size of an object made with 3d max ?
- can an object have animations ?
- can I use bumpmaping/normals, specular, reflections on an object and if so, how ?
- I think I read somewhere that due to a bug, only static lighting is possible with objects ?

Structures
- structures created with Quark are what you guys call DIF, right ?
- what are the minimum/maximum sizes of a structure ?
- is there a polygon limit ?
- can I use bumpmaping/normals, specular, reflections on a structure and if so, how ?

avatar/player
- are there sample of avatar/player available that I can use as base for modeling ?
- are the clothes on them just coloring like in Second Life
- how many players maximum can TGE 1.5.* handle ?
- are chats possible to be displayed like in bubbled text ?

bots
- can bots be used/controled without having to change/add engine code ?

misc
- is fire animations only possible through the usage of particles ?
- can I have a detailed explanation/list of all folders with files that TGE can use ?

#1
10/15/2007 (1:17 am)
Terrain questions

Quote:
Is the terrain covering the whole world or can I have like several of them not being connected to each others at all?

A world file generally has one terrain instance. There is an option to toggle whether the terrain is tiled or not. Your world does not have to contain a terrain though, you may delete it. I don't believe you're allowed more than one terrain though I could be wrong.

Quote:
What are the minimum/maximum size of the terrain/world?

2km x 2km

Quote:
The Torque engine I tried at the office had an island which was mirrored in all directions as if the world itself was being tiled. Is this always the case or is done through a terrain/mission/code option ? Also, is it a simple tiling system or does it really mirrors?

Terrain tiling is optional. It's a simple tiling system.

Quote:
Are the textures being used on the terrain maximum size greater then 256x256 or 512x512?

Maximum size is 256 x 256.

Quote:
Can I use bumpmaping/normals, specular, reflections on the terrain and if so, how?

No. You may use a detail map and an emboss map (similar to bump map) aside from the main diffuse texture.

Objects

Quote:
3d objects created like with 3d max are what you call DTS, right?

Yes, 3D objects created within external modeling packages must be exported to the DTS format through the use of plugins.

Quote:
What are the minimum/maximum size of an object made with 3d max?

Don't know, I've never created anything that was too big for the engine. I imagine there would be a limit due to floating point precision.

Quote:
Can an object have animations?

Yes.

Quote:
Can I use bumpmaping/normals, specular, reflections on an object and if so, how?

No, not with TGE. With TGEA you can. TGE supports environment maps (fake reflection) and a main diffuse texture and that's about it. There are other options available like self illumination and IFL animations though.

Quote:
I think I read somewhere that due to a bug, only static lighting is possible with objects?

Not really a bug, the lighting in Torque is quite limited. Dynamic lights are supported and most objects can cast shadows however there is no self-shadowing or object to object shadowing in most cases.

Structures

Quote:
Structures created with Quark are what you guys call DIF, right?

Yes, although most people seem to be using a free tool from Garage Games named Constructor now.

Quote:
What are the minimum/maximum sizes of a structure?

Don't know.

Quote:
Is there a polygon limit?

Yes although I can't remember what it is. It's high enough that you shouldn't ever be hindered by it.

Quote:
Can I use bumpmaping/normals, specular, reflections on a structure and if so, how?

No, not with TGE. With TGEA you can.

Avatar/Player

Quote:
Are there sample of avatar/player available that I can use as base for modeling?

Yes. Some free ones in Max format ship with the engine and others are available for sale through the content pack store on this site.

Quote:
Are the clothes on them just coloring like in Second Life?

Yes, there's no cloth simulation if that's what you're getting at.

Quote:
How many players maximum can TGE 1.5.* handle?

Depends on your game really. By default a 64 player limit is imposed although people claim that this can be bumped up to 128 without any problems.

Quote:
Are chats possible to be displayed like in bubbled text?

Sure, if you code it they will come.

Bots

Quote:
Can bots be used/controled without having to change/add engine code?

Sure but you would be limited in their use and flexibility. You can use script to perform simple AI related tasks.

Misc

Quote:
Is fire animations only possible through the usage of particles?

No. You could use a visibility animation from Max. There are other creative methods you could use too, this really isn't an engine specific feature.

Quote:
Can I have a detailed explanation/list of all folders with files that TGE can use?

Not sure exactly what you're asking for here? Torque uses DTS for 3D objects, DIF for interior objects, WAV and OGG for sound and music, JPG/PNG and GIF for textures.
#2
10/16/2007 (7:56 pm)
There is no maximum cap for multiple players, however, you will need to scale accordingly depending on your bandwidth, clients, ghosted objects, etc. I know people who have gone well past the 128 player "limit" but they were very careful in what they were ghosting as well.