Game Development Community

Interior, exterior linking

by Ty Icepaws · in Artist Corner · 11/20/2008 (12:15 pm) · 4 replies

I was just wondering im on the cusp of chosing a game engine and starting a small game studio. In my game im gonna have pretty large/detailed interiors , what i was wondering is do i have to just create the building inside and out as on complete mesh or do i create an interior an exterior mesh an link them with a telepoter? srry if this seem like a stupid question, i just heard that tgea has problems with complex interiors

thanks. Ty Icepaws

#1
11/24/2008 (7:36 pm)
I'm not sure what you mean about problems with complex interiors since there are some extremely complex interiors available for TGE and TGEA as content packs. And if TGE can do the complex interiors, TGEA can definitely do them.

Mainly Torque is a portal engine, so the transition between interior and exterior is seamless as long as your interior zones are portaled correctly. I would recommend reading the documentation on DIF's to learn more about portals and interiors.
#2
11/26/2008 (7:49 pm)
Interior doesn't actually mean that it is indoors, that's just the name Torque uses for BSP-style objects. So the link from an interior to the outer world is completely seamless. You can walk into, onto, around Interior objects with no loading, teleporting, or different sections necessary. You can however use portals to optimize the Interiors, which is the main use for them. A portal is just a mesh in the object which let's the engine know the gap from the outer world to what it considered "inside" the interior. It can then act like a BSP tree and not just a rendered mesh.
#3
11/26/2008 (8:55 pm)
So your saying that i can build a building with the ext an int as one mesh? an if you wish do you know of a way to fix a teleport from, a ext mesh to an int?

thanks ty icepaws
#4
11/29/2008 (6:22 pm)
You could, but there's not much reason to create your terrain in a modeling package with the built-in terrain system. But there's nothing stopping you from doing it there. Usually you would create your interiors in a program like Quark or Constructor and then create your detail work in Max or Maya and load them all into the engine and place them accordingly in the world builder.