3D world
by Fyreus Maccoy · in Artist Corner · 03/06/2008 (4:27 pm) · 7 replies
Hello everyone
My question is about making a 3d world.
How exactly does it work? I was busy making terrain in blender (i think i need a .map fix or something so i can get it into constructor/torque?) and i was wondering how it all snaps together. I may be entering the wrong key words in google so i keep finding forums where people talk about the smaller aspects and random things than how it works in whole.
My second question is: If Blender .maps doesn't work well with torque, what other world makers are there? I don't like how you have to fight and wrestle in quark/constructor since i'm used to easily creating things in blender ; ;
My question is about making a 3d world.
How exactly does it work? I was busy making terrain in blender (i think i need a .map fix or something so i can get it into constructor/torque?) and i was wondering how it all snaps together. I may be entering the wrong key words in google so i keep finding forums where people talk about the smaller aspects and random things than how it works in whole.
My second question is: If Blender .maps doesn't work well with torque, what other world makers are there? I don't like how you have to fight and wrestle in quark/constructor since i'm used to easily creating things in blender ; ;
About the author
#2
03/08/2008 (1:44 pm)
I was supposed to take a look at polysoup, i had no idea it could do continuous worlds like an MMO.
#3
03/08/2008 (2:23 pm)
Mmmm I have no idea if it can do that or not. I wouldn't think it was relevant, but I'm not familiar with the MMO kit. Terrain may be handled differently, but I wouldn't think it would make much difference in TGE. TGEA is totally different in the way it handles terrain, however, and that could be relevant.
#5
03/08/2008 (5:27 pm)
Yeah I imagine if you're ultra serious about terrain, TGEA/Atlas is the way to go.
#6
Edit: Sorry about the double posts, my mouse clicks twice in one click and rattles all of a sudden. Also, TGEA is torque game engine advanced, right? doesn't that mean i'd need a license to use or do you mean a terrain editor comes with it? I'm working on a project with a friend and he has the license and programming while i have the graphical/music/etc programs minus showtool (definatly WILL be getting this soon). Is there something he should be giving me to use or do i need a license to use everything but constructor? I'm a bit confused on that part. Going to check out Atlas2 and hope i can possibly get to custom map as well as those screenshots.
03/08/2008 (9:51 pm)
Forgive me and my humble newbie mode, but this is an entirely new thing to me and i am ultra serious about terrain. There are certain places in which i'd like to make sure mechs can enter and cannot enter as well as dungeons and such. If i have to learn every terrain editor/program out there, then i will (unless using the program as a horrible as wiping with sand paper).Edit: Sorry about the double posts, my mouse clicks twice in one click and rattles all of a sudden. Also, TGEA is torque game engine advanced, right? doesn't that mean i'd need a license to use or do you mean a terrain editor comes with it? I'm working on a project with a friend and he has the license and programming while i have the graphical/music/etc programs minus showtool (definatly WILL be getting this soon). Is there something he should be giving me to use or do i need a license to use everything but constructor? I'm a bit confused on that part. Going to check out Atlas2 and hope i can possibly get to custom map as well as those screenshots.
#7
Good terrain editors include L3DT, freeworld 3d are my favorites. There are a lot out there, and the right one for you is something you're just going to have to discover--evaluate all of them you can find.
There is no terrain editor built into TGEA, but really this is kinda ok as you need a dedicated terrain editor to do it right, imho.
There are no simple answers, I'm afraid--and most of the time it comes down to what you are exactly, precisely doing--so you'll just have to try everything and see what works for you.
03/08/2008 (10:43 pm)
Yes, you'll need TGEA to use the Atlas terrain. Atlas supports really, really big terrains. If you don't need huge terrains, I don't recommend that path, as TGEA has other issues, depending on your requirements.Good terrain editors include L3DT, freeworld 3d are my favorites. There are a lot out there, and the right one for you is something you're just going to have to discover--evaluate all of them you can find.
There is no terrain editor built into TGEA, but really this is kinda ok as you need a dedicated terrain editor to do it right, imho.
There are no simple answers, I'm afraid--and most of the time it comes down to what you are exactly, precisely doing--so you'll just have to try everything and see what works for you.

Torque Owner Lee Latham
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You would not use the map format to make terrain. Terrain is a different type of object in Torque, just as DTS for polygonal meshes is. You would most likely import a raster image file, like a jpeg, which acts as a heightfield, which is then converted to Torque format.
For map files, you might check out 3d World Studio or Constructor to create DIF files, which are made from map files.
If you totally like Blender, you might want to check out the polysoup resource, which let's you use DTS files for level creation. I've used this in my game (see my profile for download info). It's great, and I've left map files behind for good.