Ok last thread for a few months, please help cave land,water inside.
by Thomas Champion · in Torque 3D Professional · 12/30/2012 (6:07 am) · 5 replies
I have made numerious caves and and everytime i put them in my map i cant see the land so i have that right, but, when i try to go inside i hit the land i cant see and cant go inside, my cave dips below my water line so i dont want it to show ethier. this is going to be a instance without a portal to go inside.
If i cant get this to work i guess i can make a cave.mis file and use a portal effect to load that instance.
I would rather the player be able to walk up to the cave and go inside. after a year i still cant wrap my brain around this problem.
Thanks for any help on this. because after this thread i will have my whole being inside my game working on all the little detials, you know, a bush here a ivy chain hanging here this tree in just the right spot.
So thank you all in advance for any help. i can make the cave in milkshape or gmax. just cant get past the terrian inside.
datablock AudioDescription(CaveLooping3d)
{
volume = 0.9;
isLooping= true;
is3D = true;
ReferenceDistance= 2.0;
MaxDistance= 100.0;
type = $SimAudioType;
};
category = "Misc";
shapeFile = "data/shapes/cave/cave01.dts";
};
allow terrain = false
allow water = false
player step = true
^^^^^ code dont work for some reason.
i cant write code so i have to cut and paste 2 lines here 1 line there 5 lines thatway. and make then all work together.
If i cant get this to work i guess i can make a cave.mis file and use a portal effect to load that instance.
I would rather the player be able to walk up to the cave and go inside. after a year i still cant wrap my brain around this problem.
Thanks for any help on this. because after this thread i will have my whole being inside my game working on all the little detials, you know, a bush here a ivy chain hanging here this tree in just the right spot.
So thank you all in advance for any help. i can make the cave in milkshape or gmax. just cant get past the terrian inside.
datablock AudioDescription(CaveLooping3d)
{
volume = 0.9;
isLooping= true;
is3D = true;
ReferenceDistance= 2.0;
MaxDistance= 100.0;
type = $SimAudioType;
};
category = "Misc";
shapeFile = "data/shapes/cave/cave01.dts";
};
allow terrain = false
allow water = false
player step = true
^^^^^ code dont work for some reason.
i cant write code so i have to cut and paste 2 lines here 1 line there 5 lines thatway. and make then all work together.
About the author
#2
). in area to keep them from rendering until the player went thru a area that opened it up to them.
I need to read up on zone portal and see exactly what it does.
But it think you are right, i think i will go with the .mis files for my cave.that appears to be the easiest way to make it work and less code as well.
Thanks for the info.
what i mean though is if you make a under ground bunker and place it in the ground with the opening above ground. you can go down the steps into the bunker. the terrain has no effect.it does not appear inside the bunker, there use to be a check box you could check that has allow terrain for the model.
Maybe if i study the pacific demo code, they have a cave going thru a mountains with lava, i might be able to figure it out that way. unless they use the dso instead of letting us see the code.
12/30/2012 (6:38 am)
thats what i was thinking to. i have not used the zone portal in the editor yet. i need to read up on it. I have used the Physical zone(might be the Occlusion volume.). in area to keep them from rendering until the player went thru a area that opened it up to them.
I need to read up on zone portal and see exactly what it does.
But it think you are right, i think i will go with the .mis files for my cave.that appears to be the easiest way to make it work and less code as well.
Thanks for the info.
what i mean though is if you make a under ground bunker and place it in the ground with the opening above ground. you can go down the steps into the bunker. the terrain has no effect.it does not appear inside the bunker, there use to be a check box you could check that has allow terrain for the model.
Maybe if i study the pacific demo code, they have a cave going thru a mountains with lava, i might be able to figure it out that way. unless they use the dso instead of letting us see the code.
#3
There is no feature like this for a water plane - you may want to use water blocks instead. Zones and portals might take care of this but I've never tried it. I'm pretty sure that the Pacific Demo cave is entirely above the ocean water plane. You could add fog or mists to limit view distance if that was an issue I suppose....
There is also no reason you can't teleport them to a continuation of the cave at another part of your current mission file as well.
12/30/2012 (3:12 pm)
You have to use the terrain tool in the editor to remove terrain polys so that you can go through it. In the editor, select Terrain Editor and you'll see the vertical toolbar for terrain editing appear to the left. The last two functions (Clear Terrain and Restore Terrain) are used for this.There is no feature like this for a water plane - you may want to use water blocks instead. Zones and portals might take care of this but I've never tried it. I'm pretty sure that the Pacific Demo cave is entirely above the ocean water plane. You could add fog or mists to limit view distance if that was an issue I suppose....
There is also no reason you can't teleport them to a continuation of the cave at another part of your current mission file as well.
#4
Around 12 years ago i think it was tru space or one of the oldies you could cut out rooms in the terrain and make caves like that.
02/20/2013 (3:26 pm)
Thanks for the info guys, i want to work on the engine to add brush's that i can turn and angle and re-size in the editor. like use a square brush ,set the size then set depth the n right click to cut and it removes the terrain. use a jagged circle on mountain side and set the depth and right click and it cuts that depth out, then point in down at an angle a set the depth(length) of the cut, just be able to cut up the terrain and make caves nauturally without making a new .mis and have to port.Around 12 years ago i think it was tru space or one of the oldies you could cut out rooms in the terrain and make caves like that.
#5
But adding tools to the editor is always nice.
TrueSpace is a 3D modeling application.
02/20/2013 (4:28 pm)
You don't have to make a new mission file or port anything. You make your cave model in a 3D modeling application, then bring the model in and drop it where you want it. There is already a brush to remove polys from the terrain.But adding tools to the editor is always nice.
TrueSpace is a 3D modeling application.
Torque Owner DreamPharaoh
Gods and Nemesis
I allow the player to little travel a small distance before I have the player teleport into another .mis file because there is just too much detail that needs to go into the cave. The cave is then split up as well into separate .mis files. I even have a large room I have to do this with as well. Otherwise you are limited to the amount of detail you may want to put into the game, so teleporters will soon become one of your best friends.