Game Development Community

World Editor

by David Ridge · in Torque Game Engine Advanced · 11/04/2007 (9:07 pm) · 2 replies

I have been trying to use the World Editor much like I did with in TGE. But in TGEA there are some differences that are cause a quite bit of frustration.

I started my project by copying the terrain_water_demo and then starting a new mission.

When using the TGE world editor there was a Blue edge limit that allowed you to see how big the terrain size was, but in the TGEA world editor I could not get that to turn on. The Blue terrain edge helps with placement of terrain objects but when you can't see it, it makes it very difficult see what your doing.

The TGEA world editor seems to have a very small terrain size. I have tried to change the terrain size but it never seems to make a difference, and since I can't see the Blue terrain edge I can't really tell what happens.

When creating terrain in TGEA world editor I see new terrain being mirrored across the terrain at the edges of the terrain edges. If placing a hill in a corner of the terrain square you wills see that hill mirrored in all four corners. I have tryed to turn off the mirror switch but it doesn even exist as explained in forums or tutorials.

When I created a .dif object in the Torque Constructor and used the orc to check the scale of the object everything looked correct in the tool. But when I drop that .dif into the TGEA world editor the scale of the .dif is very large and fill ups the whole terrain space.

So, if anybody can help me with these issues I would truly appriciate it.

Heres a recap
1) Can't turn on the terrain edge visuals.
2) Can't change the terrain size.
3) Terrain changes are mirrored across the terrain edge. Can't turn it off.
4) Becuase I can't change the size of the Terrain my .dif objecs are way to big.

#1
11/05/2007 (12:22 am)
2) Terrain Size: You need to alter the code. The default heightmap size on which it bases is 256, you can make that larger. But the performance will suffer
Have you tried to make the block size larger in the editor?

3) Yeah, tiling can not be disabled ...

4) Scale them down? If your DIFs are that large, you better should design the DIFs to meet the world requirements. The normal terrain is already fairly large ... (1024x1024 in size with default block size)
If this is too small for your DIFs perhaps the DIFs are just too large (which will create issues on their own)
#2
11/05/2007 (11:33 am)
You would be better off to use Atlas anyway, yeah its a little bit of code to run. or you can spend the cash on L3dt and use the atlas exporter.... if One big chunk of terrain with no repeating is what you want;).....but as far as the legacy terrain in TGEA i haven't run into really any difference, I use constructor to make DIF's and they all come out proper size, if you continue to get problems put up a link to the file if you can and i will sort it out:)