City like in NFS Underground...how to?
by Andy S. · in Torque Game Engine · 11/09/2004 (12:39 pm) · 0 replies
Hi guys,
for my game i plan to have a city to drive around in with a wheeled vehicle. I think with lots of portalizing and good use of LOD torque could handle quite a big area.
Now i want my city not to be on a flat terrain, but embedded into hills, with tunnels, roads that go up an down hills...you get the picture just in a similiar way like NFS underground.
Has anyone ever tried this? I am not quite sure how to build the streets actually.....i geuss because of collision *.dif is the way to go, but how would you do it? Create lots of street/road tiles, curves and stuff and then put it together? or would it be better to make "big" parts of the city (like whole blocks) into a single dif and then use some of them? I am also talking about streets, so geometry should not be that complex.
I have no idea at the moment if it is possible to build such a street system (streets going up an down nicely...kind of gradually) in quark....i haven't touched difs so far really, and i only used finished difs, so no experience so far with quark. On the 3d-diggers site i saw a street-pack, but these are done for flat terrain.....? I am not sure how to make the streets "fit to the terrain", i think manually rotate them is way to time consuming when building uch a bigger map.
I know some of you have cities in there games, could you please lighten me up a bit?
for my game i plan to have a city to drive around in with a wheeled vehicle. I think with lots of portalizing and good use of LOD torque could handle quite a big area.
Now i want my city not to be on a flat terrain, but embedded into hills, with tunnels, roads that go up an down hills...you get the picture just in a similiar way like NFS underground.
Has anyone ever tried this? I am not quite sure how to build the streets actually.....i geuss because of collision *.dif is the way to go, but how would you do it? Create lots of street/road tiles, curves and stuff and then put it together? or would it be better to make "big" parts of the city (like whole blocks) into a single dif and then use some of them? I am also talking about streets, so geometry should not be that complex.
I have no idea at the moment if it is possible to build such a street system (streets going up an down nicely...kind of gradually) in quark....i haven't touched difs so far really, and i only used finished difs, so no experience so far with quark. On the 3d-diggers site i saw a street-pack, but these are done for flat terrain.....? I am not sure how to make the streets "fit to the terrain", i think manually rotate them is way to time consuming when building uch a bigger map.
I know some of you have cities in there games, could you please lighten me up a bit?