Game Development Community

Creating a Game World

by Tim Walters · in Torque Game Engine · 09/10/2002 (1:22 pm) · 7 replies

I just bought TGE SDK. I've played with the example a bit but not a whole lot while I wait for a new video card that can support Torque better to be delivered.
How would I create the world? What do I use to edit
detailed structures(Like the interior and exterior of
a castle)? Of the list of editors suggested only one
seems usable for level/world editor: WorldCraft(3D Studio
MAX seems designed for modeling and it is WAY TOO expensive
to even consider). WorldCraft is for Windows(I use Linux
ONLY) which means it's not a option(Also heard something
about it's license being restrictive). Is my only options
to let someone else who uses Windows do most of the world
editing for my game? I'm working on a game engine myself
and creating a external world editor(I prefer tools to
be seperate applications) for the engine... Since there
don't seem to be any editor options for Linux users of
Torque I'd like to try to support Torque with my editor.
The problem here is finding documentation on how the engine
works(including the native file formats) and its API.

#1
09/10/2002 (3:01 pm)
Someone managed to make a GTKRadiant exporter/converter, which has a Linux version. I haven't tried it, but I've heard it works fairly well.
#2
09/11/2002 (4:33 am)
Well, I couldn't find a mention of GtkRadiant in Resources.
Also I'm not sure if GtkRadiant is a good idea as a editor as it has a interface that is odd to use. Another question I have is how do I work on a new "mission"? Seems like the
only way to get into the Mission editor is with a existing
mission. About how interiors work, is it like if I want to
make a dock then I create it in a editor and load it in the
mission editor and hope that it is structured in a way that
it fits with the terrain?
#3
09/11/2002 (4:43 am)
ummmm.... I dont think your supposed to desing your buildings so they will fit with the terrain, your supposed to use the terrain editor to fit your terrain to your buildings :)
#4
09/11/2002 (5:43 am)
There's no need to write a converter or exporter for GtkRadiant, as it writes .map files.
However, you need to define all the entities. I've done parts, but not all of them. If someone else has something, we should share.
#5
10/26/2002 (6:02 pm)
You mention you've heard something about WorldCraft's license being restrictive. This isn't true; Value have been kind enough to allow you to use WorldCraft without restrictions when using it with Torque. (This includes publishing, etc.)

Don't quote me on that though, they may have changed the agreement since...
#6
10/26/2002 (6:51 pm)
This is what I use..and what can be used as alts.

Building design: WorldCraft. Alt: Quark
DTS Shape Files: Max 4.2. Alt: MilkShape3d
Paint Program : PSP 7, Alt: Photoshop 5-6

Worldcraft is free as well as Quark.
Milkshape is about $25 US cash.
PSP 7 is about $100 US cash.

Milkshape and PSP have 30 day trials so you can test the programs before you buy em.

If someone would write a G-max plugin then most would probably move to that platform ( if they dont have 3dSmax already )

Hope this helps.
#7
10/26/2002 (11:21 pm)
Valve has NOT changed their EULA to allow the use of Worldcraft / Hammer for making buildings in Torque.

They made the promise to do so several months ago. But in typical Valve fashion they have not followed through.

I expect the updated EULA to be released right after TF2 is.