Game Development Community

Island

by Florian · in Game Design and Creative Issues · 01/21/2007 (6:09 am) · 6 replies

I was trying to create a small island mission existing of a non repeating terain of 1 terain block and repeating water

but i have some problems, the first is, when i make my terain 1 terain block, it isnt in the center of the mission but in the far corner and because of this, i cant make it surrounded by water because i cant move the water further than the corner

and i could use some help with the water too cause can someone explain a good way too make a big ocean?

tnx,

florian

BTW: i use TGE1.3

#1
05/11/2007 (10:06 am)
Use the fps.starter kit and look at the water block. Just expand the size *shrugs*

IDK but I THINK that'd work.

I suck at water blocks so I just copy and past into the .mis file and then modify from there.
#2
11/22/2007 (3:20 am)
I'm trying to make a island, I have made a big terrain block in the middel and then I use one waterblock and set the size bigger. I think you can change the area: I haved copy this from Lloyd [Bleeptech] Godsey!


How about making the island as a DTS model?
// If you only put 1 in the map the empty water will be all that repeats.

OR.. You could do what I do.. Put on your best tail and... "Monkey with the datablocks." :)
// These snips are from the starter.racing "racing.mis" and will apply to any large map.



new MissionArea(MissionArea) {
area = "-1024 -1024 2048 2048";
flightCeiling = "300";
flightCeilingRange = "20";
locked = "true";
};



Play with area here as it will determine the size of the mission area box.
// You'll also want to play with flightCeiling if you plan on having aircraft.

Then I would try playing with the variables in 2 of the following lines..


new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/detail1";
terrainFile = "./racing.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
position = "-1024 -1024 0";
locked = "true";
};



1. I'd play with scale and try "10 10 1".
// This should make something 10x bigger in the X & Y directions... Will it be the terrain?

2. I'd play with squaresize This determines the scale that the terrain texture is applied.
// For underwater the terrain texture is not as important because the water prevents you from seeing
// very far.
#3
11/22/2007 (8:30 am)
If you made the island a DTS model, you would have to incorporate the polysoup resource. Otherwise you would have a billion collision boxes for every little bump in the island terrain.
#4
11/22/2007 (10:13 am)
Actually, it wouldn't be that big of a deal depending on the terrain's detail. I've made some BSP terrains that were about 7800 polygons. The collision wasn't a problem(keep in mind it was a dif). I think DTS terrain isn't that bad of an idea.
#5
11/23/2007 (9:38 am)
As a DIF, I could see it. But as a DTS, it could be extremely problematic unless you chunked the terrains and had a number of collision boxes for each dip and rise...or implemented the polysoup resource.
#6
11/23/2007 (12:33 pm)
You could just make a really large water block then make 4 really small item in a modeler, then wrap a collision around them and put it in Torque, near the island, or really far out so the person would run into it if they try to swim too far out. keep the terrain w/ Torque.

no scripting required =)
hope i helped.