Purpose of Physical zones , other zones, and zone portals
by Donald Teal · in Torque 3D Professional · 07/28/2010 (1:41 am) · 5 replies
I am using T3D 1.0.1, I have been messing with with the two zone types and zone portals in a test level, I am doing.
I at first thought that physical zones would allow me to designate a zone area in which I could control the physical aspects of the zone seperate from the rest of the mission, hence the name, PHYSICAL zone. Part of the physical aspect one would think would be gravity, movement, ambiant light, maybe new fog density, different ambient soundtrack etc.
But it seems that thought is wrong, as the only thing that seems effected by a physical zone, is gravity and velocity. Which is nice if you want to make a room where everyone suddenly walks on the ceiling, but seems to have really not other purpose.
The other zone, which is just labeled "zone" in the level editor, seems to only effect LOD rendering. In other words items in the zone dont render to outside the zone and items outside the zone dont render to those in the zone, unless you are looking through a zone portal.
It seems to have no effect to ambient light, ambient sound or any other aspect.
So, my question is do the zones provided really serve a function other than a very small limited role? Is there more to these zones than what I am seeing? I hope I am wrong and there is more to these.
I at first thought that physical zones would allow me to designate a zone area in which I could control the physical aspects of the zone seperate from the rest of the mission, hence the name, PHYSICAL zone. Part of the physical aspect one would think would be gravity, movement, ambiant light, maybe new fog density, different ambient soundtrack etc.
But it seems that thought is wrong, as the only thing that seems effected by a physical zone, is gravity and velocity. Which is nice if you want to make a room where everyone suddenly walks on the ceiling, but seems to have really not other purpose.
The other zone, which is just labeled "zone" in the level editor, seems to only effect LOD rendering. In other words items in the zone dont render to outside the zone and items outside the zone dont render to those in the zone, unless you are looking through a zone portal.
It seems to have no effect to ambient light, ambient sound or any other aspect.
So, my question is do the zones provided really serve a function other than a very small limited role? Is there more to these zones than what I am seeing? I hope I am wrong and there is more to these.
About the author
#2
The other type of zone is T3D's rather robust version of occlusion culling. It is not as freely flexible as a 'view blocker', but requires the same thoughtful approach as to level design. This type of zone is the best way to optimize your games FPS, without sacrifice to game details.
EDIT: And what Henry Todd said...
07/28/2010 (1:58 am)
The physical zone may be expanded in all types of ways by a clever programmer, but I dont think it is possible to exclude outside lighting factors. I do know you can use this type of zone to change environmental settings. It also have an script level callback, if i recall correctly.The other type of zone is T3D's rather robust version of occlusion culling. It is not as freely flexible as a 'view blocker', but requires the same thoughtful approach as to level design. This type of zone is the best way to optimize your games FPS, without sacrifice to game details.
EDIT: And what Henry Todd said...
#3
Unfortunately they seem to have no effect on audio, I wish they would as it would increase their functionality and help me in the cave structure of my island mission
07/28/2010 (2:08 am)
"That functionality becomes extremely important when you're making maps with complex internal structures, but I suppose that they might also be an appropriate place to implement concepts like per-area visual/audio effects."Unfortunately they seem to have no effect on audio, I wish they would as it would increase their functionality and help me in the cave structure of my island mission
#4
I suggest laying out a series of trigger objects that start sound effects playback when you enter them. For example, I use triggers to fire off effects like creaking metal and falling debris (a simple particle emitter effect) when the player passes certain points in the level. These can be large areas or small "target" points like the edge of an old catwalk.
07/28/2010 (11:10 pm)
I was suggesting that you could certainly add some effects functionality to either type of "zone" object in the engine code if you were so inclined, not that they had any such ability in stock. I should've been clearer.I suggest laying out a series of trigger objects that start sound effects playback when you enter them. For example, I use triggers to fire off effects like creaking metal and falling debris (a simple particle emitter effect) when the player passes certain points in the level. These can be large areas or small "target" points like the edge of an old catwalk.
#5
I have tried triggers, but my main issue I am trying to work out is to prevent the environmental sound (which is a tropical island sounds) from entering a cave system I have which goes through the center of my island. And triggers not helping with that.
07/29/2010 (1:54 am)
Unfortunately, scripting is about the limit of what I can do. Adding functionality to the base code is alittle beyond what have ability for.I have tried triggers, but my main issue I am trying to work out is to prevent the environmental sound (which is a tropical island sounds) from entering a cave system I have which goes through the center of my island. And triggers not helping with that.
Torque Owner Henry Todd
Atomic Walrus
That functionality becomes extremely important when you're making maps with complex internal structures, but I suppose that they might also be an appropriate place to implement concepts like per-area visual/audio effects.
PhysicalZones are basically what you've already discovered that they are. I'm not sure if they have any real application beyond altering gravity and velocity; they're essentially an old leftover system from a much, much older version of the engine (think: Tribes 2). Should they also feature zone-specific visual/audio effects? Maybe, but they don't. :P
You might find you can do some of what you want with some custom-scripted trigger objects, which are basically areas that trigger script events when different types of objects enter/leave/etc.