Game Development Community

Buildings as static models?

by Peter Gault · in Torque Game Engine · 06/06/2005 (9:48 pm) · 6 replies

I was wondering if this scenario would be possible in torque:
A building model was made in Blender and then transfered to torque with the obj2dts tool. The static mesh was placed on the map - When a player wanted to enter the building he would press spacebar infront of the door, and this would load the interior cell. This system was used by morrowind, and I was wondering if it would work in torque.

#1
06/07/2005 (8:21 am)
Absolutely. The RTS-SK already uses dts as their buildings, and you would simply need to have a trigger placed at the doorways that would use a space key press for interaction, and "teleport" the player to the interior.

You would need to work out an area of the mission (or a secondary mission setup) where all of your interiors were placed and make sure they were portalized, but it shouldn't be an issue in that regard.

There are probably 5 other neat techinques you could use to do this as well, this is just the one off the top of my head.
#2
06/07/2005 (8:23 am)
Great! thanks for the response - now when is the Torque Constructor coming out? ;)
#3
06/07/2005 (9:23 am)
Thats a cool technique for inexpensive interactive interiors. i think gta used something similar.
#4
06/07/2005 (9:30 am)
What you could "possibly" do even... not sure how well this would work but if you did it right it might add another bit of realism... get some basic pictures from the inside of your interior (the one you'll transport to) and put them up as textures inside your .dts, then you can even have an animation with the door opening and just seeing the "billboard" style walls... I've also heard of people using interiors inside the .dts shells (at least talk of it, not sure how that actually went)... nice little trick though
#5
06/07/2005 (9:36 am)
Like Matt said above, you can use interiorlike structures inside DTS's to give more depth (and the detail that comes with DTS shapes). We did this before switching to TSE and it worked "OK".
#6
06/07/2005 (9:39 am)
Hmm, what would really be usefull would be to hack in a way to mount .dts objects to .dif objects, some how set up an object in interior editors that would work like a "mount node" and the same in the .dts objects so you could mount higher detail meshes on certain parts of the interior... then again doing the shell idea might work better/easier, btw thanks for confirming that Stefan, I was wondering about it.