Need some questians answering
by mark · in Torque Game Engine · 02/07/2009 (4:06 pm) · 2 replies
I got the TGE today with other bits :) which my mum bought for me lol but anyway ive been following the tut and adding the box into the world its all preety cool :) ive just got a few questians.
1. Could i make an RPG like Wurm online
2. Can i make models in 3Dmax and import them then do i have to do any scripting?
3. the big map where you start is that one massive world or is that one tiny map ?
4. is there a way to design the world so that when a player digs it digs into the world and can make my own caves for players to live in.
5. How can i make it so plays have an Invontray and can build there own houses also i know the basics for C++ like adding an player inventrory to console ?
6. could i make the out side of a box and inside look totally diffrent ?
thats all :) i hope some of you experts could answer some of these questians im looking to make an RPG with a story line
1. Could i make an RPG like Wurm online
2. Can i make models in 3Dmax and import them then do i have to do any scripting?
3. the big map where you start is that one massive world or is that one tiny map ?
4. is there a way to design the world so that when a player digs it digs into the world and can make my own caves for players to live in.
5. How can i make it so plays have an Invontray and can build there own houses also i know the basics for C++ like adding an player inventrory to console ?
6. could i make the out side of a box and inside look totally diffrent ?
thats all :) i hope some of you experts could answer some of these questians im looking to make an RPG with a story line
#2
2: You'll need the relevant 3DSMax Exporter which exports to the DTS format and not DIF. You would need to use Constuctor or an equivalent program to create DIF shapes (also called Interiors).
3: That's just one map. By default the map size is equivalent to about 2km X 2km square area. You can adjust that size within the Mission Editor. If you make it smaller you get better terrain details, but if you make it larger you'll lose terrain resolution, so size is a trade-off versus texture and heightfield detail.
There was an abandoned Terrain Manager project several years ago that attempted that very thing.
4: There is a resource for deformable terrain, which is great for blast craters and such but not really suitable for caves. You could made your caves in either DTS (object) or DIF (interior) formats and place them under the terrain. You would then use setEmpty (a brush action in the Terrain Editor) to create a hole to have access to your cave. This makes a ugly square hole though, so you'll have to hide it with additional artwork such as rocks, cave entrance, etc.
5: The demo has a basic inventory system already, but you're probably talking about a GUI for one aren't you? There are several resources that do this. Building houses would have to be coded into the game. You could conceivably do it in script.
6: Yes, refer to the Art Documentation to learn how.
02/08/2009 (12:36 am)
1: Don't know Wurm, but anything is possible if you know how. Expect to spend a lot of time and resources in creating any kind of RPG.2: You'll need the relevant 3DSMax Exporter which exports to the DTS format and not DIF. You would need to use Constuctor or an equivalent program to create DIF shapes (also called Interiors).
3: That's just one map. By default the map size is equivalent to about 2km X 2km square area. You can adjust that size within the Mission Editor. If you make it smaller you get better terrain details, but if you make it larger you'll lose terrain resolution, so size is a trade-off versus texture and heightfield detail.
Quote:the starting map is just one small map you can make it as big as you want by adding more terrain maps.In more detail: you can make as many mission files as you want to with individual terrains and then set up triggers at the edges of your map and load up a new mission. You cannot simply add as many terrain blocks as you want to in a mission -- in TGEa that is a different story, but since this is the TGE forum...
There was an abandoned Terrain Manager project several years ago that attempted that very thing.
Quote:you can even code in to where you loop the map over and over which has been doneThat's not necessary. In the Mission Editor when you view the Terrain Block properties you will find a checkbox labeled tile which repeats your terrain block endlessly in all four cardinal directions.
4: There is a resource for deformable terrain, which is great for blast craters and such but not really suitable for caves. You could made your caves in either DTS (object) or DIF (interior) formats and place them under the terrain. You would then use setEmpty (a brush action in the Terrain Editor) to create a hole to have access to your cave. This makes a ugly square hole though, so you'll have to hide it with additional artwork such as rocks, cave entrance, etc.
Quote:it can be done with coding it in but i think your going to have to scrap the terrain code that's already in the engineVery bold words, since that would be an enormous undertaking, near impossible for a full-time professional developer much less a beginner.
5: The demo has a basic inventory system already, but you're probably talking about a GUI for one aren't you? There are several resources that do this. Building houses would have to be coded into the game. You could conceivably do it in script.
6: Yes, refer to the Art Documentation to learn how.
Torque Owner Brandon Baker
World Core Studios
1) yes you can make Wurm online but its going to take you a very long time as your going to have to do allot of custom code as allot of that stuff has not been done be for besides there game.
2) there is a exporter for 3dmax its in the artist corner some places o you can make your objects in 3dmax then export it to dif then import in the engine.
3) the starting map is just one small map you can make it as big as you want by adding more terrain maps. you can even code in to where you loop the map over and over which has been done you will have to see if any source has been released for that by someone.
4) it can be done with coding it in but i think your going to have to scrap the terrain code that's already in the engine as there terrain cant dig caves and i know this has only been done by Wurm online so its not going to be easy you will have to learn allot to be able to do it i say 5-10 years be for you will be able to do it maybe allot longer as your just starting.
5) this has been done by many people should be quite easy to find code to do this.
6) that's something you would do in a 3dmax or any other 3d program. you just have to assign textures for the inside and outside of the walls.
there's lots of info in the forum you should take the time to go though the forums there's all kinds of good little stuff you can find. you can also go to blogs and resources which i would start going though first as it will be easiest to find things there as that's where most people post there new stuff.