Terrain
by Adam Lindsay · in Torque X 3D · 05/19/2009 (12:58 pm) · 4 replies
Since the forum search seems to be broken and I cannot find any decent / current documentation on this.... How does one go about creating terrain for TorqueX 3D projects? I found a thread that indicated that we must use the TGE Terrain editor. Is this still the case?
I also saw that a terrain editor is a 3.1 goal (along with some other pretty lofty, although impressive goals). Is there any kind of status update/timeline for these goals? -- read: really looking forward to Foliage / Percipitation / Terrain Editing
Thanks.
I also saw that a terrain editor is a 3.1 goal (along with some other pretty lofty, although impressive goals). Is there any kind of status update/timeline for these goals? -- read: really looking forward to Foliage / Percipitation / Terrain Editing
Thanks.
About the author
#2
Can L3DT produce the ter file now or can TorqueX 3D now take a heightmap images as terrain?
I may have to dust off L3DT and check it out again.
05/19/2009 (8:25 pm)
Thanks Henry. I actually have a license of L3DT from the TGEA days but, I was under the impression that L3DT would only produce heightmaps and not the ter file required for TorqueX.Can L3DT produce the ter file now or can TorqueX 3D now take a heightmap images as terrain?
I may have to dust off L3DT and check it out again.
#3
But I would Love to see a solution embedded within the new Torque X 3D Builder. I had a couple of ideas... A) write the terrain editor from scratch (which would take a LONG time). B) find a way to embed the existing terrain editing code in TGE within the Torque X 3D Builder (.NET Interop comes to mind). I'll need to dig some more - again, it's a big pain for my game projects as well. Look out for that blog in the meantime, I'll start putting something together right now.
John K.
www.envygames.com
05/19/2009 (9:23 pm)
This has been a real pain point for me too. I really want to see a Torque X-specific solution for terrain editing. As you and Henry mentioned, the only solutions are using the TGE terrain editor and using L3DT (an awesome tool by the way). I should post a blog on this... hmmm... stay tuned! But I would Love to see a solution embedded within the new Torque X 3D Builder. I had a couple of ideas... A) write the terrain editor from scratch (which would take a LONG time). B) find a way to embed the existing terrain editing code in TGE within the Torque X 3D Builder (.NET Interop comes to mind). I'll need to dig some more - again, it's a big pain for my game projects as well. Look out for that blog in the meantime, I'll start putting something together right now.
John K.
www.envygames.com
#4
John K.
www.envygames.com
05/21/2009 (12:03 am)
Okay, posted a blog that should make this a little more clear. John K.
www.envygames.com
Torque 3D Owner Henry Shilling
Smokin Skull
http://www.bundysoft.com/L3DT/