Game Development Community

Map to Map triggers and LoS

by Paul Yoskowitz · in Torque 3D Professional · 03/08/2011 (7:01 am) · 5 replies

Im making maps for a project that Im working on. I understand about map triggers and how they make you go from one map to the other. my issue, honestly, is wasted space. I have visible sight set at 1000, and the fog starts at 700. so in the distance, stuff starts coming into site out of the fog. the problem comes in when a player hits the edge of the map. a player can either see the end of the world or i have to start the map trigger a decent ways back from the edge of the world. once a player goes to the other map, i then have to make sure that, once again, they are in far enough that they cannot see the edge of the map.

to me, this is a HUGE amount of wasted space and honestly, something of a pain to make sure that the areas look close enough to the same so that it looks continuous. Im curious how other people deal with it. "redesign your map" isnt a valid option. i would think there could be a control that would "window" into the next map so that the player can "see" what they are goin to and either build in a trigger there or place a map trigger right before it.

any thoughts on this would be appreciated.

#1
03/08/2011 (7:30 am)
An ocean, mountains, cliffs, or just anything tall enough to keep the player from seeing the true horizon. I try to keep things funneled to some degree or another, so the player never gets a chance to see things they shouldn't.

I might also only have 1/3rd of the terrain assessable to the player on a given level, the rest is used as pretty background or just made invisible. It also helps control content density (giving you more), so you don't overuse your prop art.

Another option is to create 2nd terrain object, butt it up against the edge of the existing one, and just be sure to keep the player from reaching it.

All in all, it really depends on the type of game your creating.
#2
03/08/2011 (7:39 am)
there are a few places where funnelling isnt possible. we have a large plains area thats divided into 2 seperate maps. ive given the terrain "noise" so that its not completely flat, but the map trigger will still have to be a ways into the land mass.

the 2nd terrain object would work, but what would the FPS cost on that be? I would at least need...4? other terrains BESIDES the one that the players are on.

when i tried using multiple terrains with earlier versions on T3D there was issues with it and i never tried it again.

thats why i was thinking about an object that would either have a small rendering? of the next area or something that may take less resources than adding 4 or more terrains.
#3
03/09/2011 (6:37 am)
Make a bigger, lower res terrain that roughly matches the view of the bordering zone youll be going into, and lay it underneath your main terrain. use a smaller resolution heightmap and ramp up the meters per pixel so that its less poly's and flatten out the area underneath your main terrain and sit it in the middle. If done carefully, it works pretty well. just have to be careful like you say of having the higher details border showing up too much where the lower detail long distance view appears/
Another method is to use a groundplane with your base texture on it. and drop down some low detail dts shapes that show the main landscape landmarks in the distance.
#4
03/09/2011 (7:15 am)
thanks for the suggestions!

Last nite we discussed a few different options, and as soon as im done creating the different maps for the areas, Ill be testing different methods.

i would think that coming up with a better solution to this would be a great enhancement for T3D.
#5
03/09/2011 (9:30 am)
Andy's method has been used for zoning in other games (Anarchy Online comes to mind, with the player running into a sparkling "wall" shader that only showed when the player was close enough, and when you hit it, it was the zoning trigger). There were even MOBs on the other side of the trigger, so that you knew that the world went on after that invisible barrier, though their locations did not always reflect what happened after you zoned (though if you were getting chased, you didn't really notice).