Game Development Community

TX 2D Terrain Deform

by Pauli Jokela · in Torque X 2D · 10/09/2008 (6:53 am) · 6 replies

Hello everyone,

I was wondering, has anyone ever had to implement terrain deformation in Torque X 2D?
I'm having trouble finding out a way to implement this.

I'm trying to create a simple 2D terrain (random terrain), but also have it so that it's deformable (eg. explosions -> hole on the ground).

All I found was this:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13884

But not sure if that'd help me with TX.

Anyway, I appreciate any and all help on this.

- Dids

#1
10/10/2008 (6:59 pm)
Hi Pauli. You could try using a tilemap and deleting the tiles as they where destroyed (or replacing them with new "damaged" art.
#2
10/11/2008 (8:21 am)
Are you talking about something like this? www.ziggyware.com/readarticle.php?article_id=154 This should be possible to do in Torque X. You can hook it into the stock MoveComponent (a separate component would be better). Add the DeformLevel() method and call it from the ProcessTick() method. Change the textureLevel to point to the Terrain's material instance texture. Something like that should work (though I have not tried it).

John K.
#3
10/12/2008 (12:44 am)
Something exactly like that, John!
Thank you, I think that the article should give me more than enough pointers. :-)
#4
03/11/2010 (11:01 am)
Oh man, that url does not exist any more :(
#5
03/11/2010 (11:58 pm)
this might help its the same article from ziggy on a different site.

http://blog.xna3.com/2007/12/2d-deformable-level.html
#6
03/12/2010 (4:22 pm)
awesome.. thanks.