Game Development Community

Multi-map question

by Cody Mc · in Torque Game Engine · 04/10/2004 (8:20 pm) · 3 replies

Hi,

I've spent the last few hours searching and reading re: multiple maps, stitching terrain,etc. I haven't found much that was very conclusive to me. The only solutions for seamless transitions seem to involved a lot of basic code changes, and much of those are over 2 years old now.

Simply put... the game I'm designing will take players to various part of the United States. Is the easiest way to handle this through some kind of a trigger? EG - wherein when they complete everything I want them to complete within a particular terrain region, they are simply plopped down into an entirely new map?

As opposed to trying to create some kind of seamless transition, I mean.

Cody

#1
04/17/2004 (12:17 am)
That would work fine, except for the fact that in my experience it's very hard to get real terrain data in anything other than the flattest of regions to look good with the terrain repetition going on... you would need to modify the edges to make it tile, which is pretty serious in mountainous terrain.
I'm still trying to get terrain manager working, but got daunted after my first couple weeks on the problem. I'll be posting it all over the place if I get anywhere.

Chris
#2
05/03/2004 (8:46 am)
I've been reading through all of those old posts too. I'm definately interested if you get semi-seamless transitions to work. So I'm rooting for you. (semi-seamless = the textures aren't seamless, but the terrain is)

While I'm on it, how could we create the giant map, as one terrain, then break it up into pieces? I don't think the editor will handle it. If we create each piece individually, then our mountains will missalign, like you were mentioning.

Corey
#3
05/03/2004 (7:28 pm)
I for one would think that seamless transitions would be the cats meow as an addition to Torque. I've worked a lot with Dungeon Siege and in talking with the developers, they have a fantastic seamless engine. They load in the next patch of world based on direction and velocity of the player (anticipating what "zone" they are headed to) and buffer out the old one. I do think this would require a fair amount of changes in the base engine, but I think it's doable. It's just a big effort. However having the vast terrain engine that Torque has now, combined with a seamless stitching feature would be uber cool. Endless worlds indeed...

-Bil