Game Development Community

Using Interior Entities as model placeholder.

by Luke Jones · in Torque Game Engine · 07/01/2006 (5:56 pm) · 5 replies

Has anyone thought about doing this?

In, say, gtkradiant, you could create a static model entity, scale/position/rotate it, then export the whole map to dif.
How would you get the engine to read the coords of the model and place it in the appropiate place in the interior?
(something similar to doom3 editing)

Not sure how interiors and entities work myself, so don't really know where to start.

#1
07/01/2006 (8:54 pm)
The only sort of "entities" I think Torque normally checks is for lights and portals... though those probably aren't the best examples. I know Constructor has this capability, even letting you place and view the statics in realtime while working on the map.
#2
07/01/2006 (10:35 pm)
I'm very curious how Constructor will leverage its ability to place statics.
i'm hoping that in addition to .map/.dif, it'll go clear thru to exporting .mis.
#3
07/02/2006 (2:33 pm)
Constructor can do it because it is integrated into the engine and runs in realtime, just like the mission editor. (as far as I know, correct me if Im wrong).

I know the entities that torque normaly checks for (I wrote a big 'ol entity def list for gtkradiant).

I'm just trying to find advice on where to start looking.
Seems like I should start trawling through map2dif first, see if I can add another entity to that, then see how it gets written out and how the engine reads it.
*lost*
#4
07/02/2006 (9:30 pm)
Just to clear up a possible misunderstanding--Constructor is a standalone application that is written on the core Torque code. It's not an in-game editor of any type.
#5
07/03/2006 (1:28 am)
Ahh cool, got that imprssion because of how it looked. Hmmm, looking forward to constructor!