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Dynamic Creation of Content (Rivers Roads and Hillsides?)

by Chad P. Dowell · in Torque 3D Professional · 02/04/2010 (7:45 am) · 4 replies

If there is a previous thread just send me there.

But my question is this, "out of the box" will T3D support alteration of zones/rivers etc at playtime.
What I mean is, can I say "River 37 - section 32" move up a few inches. Using Code.

Or Terrain at location "X , Y, Z" drop a certain amount.

And

Can we redo textures during runtime (even if its by use of a sneaky trick by making altered landscape "appear" and overwrite old landscape temporarily)

My thought is most worlds are too static, big explosions change nothing, trees are always the same (no chopping down growing new ones), you can't dig a giant hole or well, etc.

I was hoping to develop a few games along the lines of the old Harvest moon, or a Social Networking Harvest Moon 3d type game, and "simple (Sorry programmers I know thats far from simple on one standpoint)" things like this would be a great pleasure to work with.

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Software Engineering, Web Developing, 3d Modelling, Story and Character Design

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#1
02/04/2010 (7:47 am)
Figures about 5 seconds after I made this post I found a topic under Scripting that covered it, that I hadn't seen before :P

It showed a great use of deformation through scripting for terrain. (Does it also work for water etc is my next question?) I will ask that there! :)
#2
02/04/2010 (8:23 am)
Quote:I found a topic under Scripting that covered it

Can you post the link to this topic?
#3
02/04/2010 (8:26 am)
http://www.torquepowered.com/community/forums/viewthread/109313


So far he has started mocking up deformation of terrain and texture swapping, I am hoping we can do some riverblock alterations too! :)

See you over there Richard!
#4
02/09/2010 (9:32 am)
Thanks Chad, I will follow that thread.