Game Development Community

New example terrains for Torque

by Duion · in Artist Corner · 09/08/2013 (5:52 pm) · 47 replies

For the next Torque version we need some new example terrains, the old desert is getting boring.

Actually we would need 2 terrains, one for the FPS module and one for the racing module, so one FPS map and one racing map.

On the Trello board so far only me and Dan Webb signed up for this task, but he argued that the community should decide what kind of terrain we need or want, so this is why I start this thread.

We can make suggestions or examples here and then maybe decide what we will use.

I made a start with a concept of the new default FPS terrain:
s14.directupload.net/images/130909/g9brxb8g.jpgMy concept with this is, to combine all different biome into one map, so you have island, beach, sand, grass, hills, cliffs, mountains, maybe snow on top. So you have all different locations near you to test things or place models and see how they look like in different locations. This is just a sketch so far, but if you like it I will make it nice and make some texture layers with base, macro, detail, normal with parallax for it.

For the racing map I did not make a sketch so far, but I would use the same textures as for the FPS map, to save some space.


But if someone has a better idea or suggestions you can present it here.
#21
09/12/2013 (11:56 am)
Make the demo map separate? Gives an opportunity to teach people how to install new maps? This will help with the repo being big for the main download of T3D.
#22
09/12/2013 (12:15 pm)
As far as I could understand we need a new default map players start in when they install the new module, for this it would be better to keep this in the repo. But nobody keeps you off from building complex demo maps and host them somewhere else.
#23
09/13/2013 (8:13 am)
You can host them up on my site if anyone has stuff to contribute, unlimited bandwidth and ample storage is covered. Been bloody busy having moved house and had a few issues the last week with my connection... hopefully sorted out today though.
#24
09/23/2013 (11:58 am)
Any progress on this so far? If not, can I try to finish the thing?
#25
09/23/2013 (9:02 pm)
You might as well, Duion. I don't think anyone actually sees this as an important/needed inclusion in 3.5 or 4.0. I've completed several terrains but as they didn't conform to the requirement of covering multiple biomes, I left them. Nobody bothered to provide a drawing or reference, and design is probably my weakest area.
#26
10/15/2013 (12:08 pm)
I finished the racing example map and made 5 example materials, with base,macro,detail and normal with parallax-layers. So 20 textures in total, but all together just 1.7 MB in size, but still very photorealistic.
The Island with racing track:
s7.directupload.net/images/131015/hw7ctwhd.jpgAnd close view at the materials:
s7.directupload.net/images/131015/y88rnwxm.jpgThe FPS-example map will be a smaller island with same material setup.
#27
10/15/2013 (3:38 pm)
That's some nice textures. :)
[edit] - and that's some terrible grammar by me :S
#28
10/18/2013 (1:08 pm)
Here is the FPS map:
s7.directupload.net/images/131018/f47nweyb.jpgSo I think, I'm done with this now.
#29
10/18/2013 (2:07 pm)
Looks great man! Thank you very much.
#30
10/18/2013 (3:08 pm)
Any further suggestions, or someone wants to test it?
#31
10/18/2013 (8:20 pm)
These look fantastic I love them :)
I'm down to test them and give some feedback
#32
10/19/2013 (4:04 am)
Ok, for the ones who want to have a look:
See here : www.garagegames.com/community/forums/viewthread/135047/2#comment-852481
#33
10/20/2013 (4:37 am)
I just checked it out and the driving terrain is great has a good amount of curves and textures work very well :)

You sadly need a proper car as the cheeta just doesn't have a big enough turning circle so trying to drive on the track is hard and you go off the edges into the water easily.

The FPS one is good it has decent hills and a few paths so to speak here and there which is great but it needs more to it for it to be a good FPS example but please note that it has nothing to do with the terrain duion it's just we need something else in the level as well if it's for a FPS level.

If it's just to replace the default desert level then it's perfect.

Although I am curious why there is a level called construct that's purely a white space with nothing else in it?

Is this mean to be something like the Matrix and the user will add their stuff into this to go to the selected levels?
#34
10/20/2013 (5:30 am)
Mike said he wanted to bring the buggy back in, since we have no other proper car.

It is just a terrain, I could have build in vegetation and so, but the job was more about a new example terrain, where people could test their stuff in, we cannot add big parts of new art into the repository, since it is already very big. There could have been more little hills as cover, but that would annoy people who want some flat space to put buildings and such, so there had to be a compromise.

Yes, the white level is the construct, I think the empty level is cooler that way, maybe people like that instead of the empty grey level, it was one of my first ideas to rebuild the matrix construct level, since it is really easy to reproduce. ;)
#35
10/21/2013 (12:48 pm)
Quote:... need a proper car as the cheeta just doesn't...
Quote:Mike said he wanted to bring the buggy back in, since we have no other proper car.
Yep, given the outcry against the removal of the Buggy a version or so ago. We'll be adding it back specifically for the racing module.

Quote:proper car
Let's see what the community can do for this. At this time the racing gametype is very arcade-ish in feel and I will not be looking at making this gameplay any better than that seen with the stock rigid physics.

@Duion: I may use your construct level in the base module -- if people seem to like that concept -- but haven't considered it for the racing or fps module.

Quote:... and the user will add their stuff into this to go to the selected levels?
If we do include this for the base module there wont be a level select screen, just tool access and the World/mission Editor will auto-load one and only one empty mission file. It will be up to the user to create the desired GUIs, game code, etc., to expand upon when using the base module.
#36
10/21/2013 (6:17 pm)
The terrains look very nice, though I do miss the idea of having several biomes in the FPS level. The construct level sounds kind of cool.

Quote:At this time the racing gametype is very arcade-ish in feel and I will not be looking at making this gameplay any better than that seen with the stock rigid physics.
IMO the stock vehicle physics are fine if you spend the time tweaking the datablock values, like I did back in TGE. I wouldn't mind doing that sort of thing again if you don't want to spend lots of time fiddling with numbers for the new template! I think it's just important for the vehicle to feel good.
#37
10/22/2013 (3:15 am)
Turned out a little more complicated with the biomes, I already have 5 materials. I just could paint one area more with sand, one more with grass, one more with rocks and so on.
At the moment I have sand, grass, rock, gravel and some forest like material as an example, so one for every case.
The map is still build upon the biome idea, one island, some beach, some mountains, some flat grass lands, some medium hills. But blurred more together to have a better design for a FPS-map, but it is still quite large for a deathmatch map, it is build on a 512x512 terrain and the racing map is 1024x1024.
#38
10/22/2013 (4:15 pm)
I should rephrase the use of proper car I mean just for that specific map we need a wider turning circle for the vehicle ( I do love using the cheeta on the default desert level very fun just sad it crashes T3D when using the oculus rift template :( )

It does sound like tweaking the datablock of the cheeta like daniel has mentioned would be cool to try and see how it goes on the map (we have the turret on the cheeta so a death race game would be cool)

But I do think the construct program should allow you to see the ground from the sky as it's too easy to get turned around sometimes depending on the type of stuff your doing so if we wanna keep the white room effect the floor should be a shade darker so you can tell there is a difference but still and overall brightness
#39
12/03/2013 (8:48 am)
I put it officially up on opengameart, so everybody can make use of it:
opengameart.org/content/example-terrains
#40
12/03/2013 (9:45 am)
Nice one, Duion.