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Stage 2 - Environment
Stage 2 - Environment
| Name: | coxosclassic | ![]() |
|---|---|---|
| Date Posted: | Mar 06, 2007 | |
| Rating: | 2.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for coxosclassic |
Blog post
Environment
I got a bit confused at the beggining of this stage, to get used to play arround in Quark wasnt easy at all. Although the program is quit simple I found it more difficult to use than GTKRadiant (dont ask me why..??).
But after a while I got in to it and stuff started to come out...
After downloading Quark I went through several tutorials (Documentation and Mapping) and after I learned how to move arround I started to sketch a map based on the idea i had for the game:

Birdseye view and topography for terrain.
This is actually a map of a place I used to live
in.(Portalegre)

My old neighborhood will be the map itself[ (image from google earth)
The main reason that I decided to give Quark a try was because of its map2dif converter and its documentation, which I think is a significant advantage over GTKRadiant (although I still perfer GtK!).
The first problem I faced was a lack of size reference in Quark. Basicly I modeled everything without knowing on which scale I was working on... Somewhere in GG foruns there is something about this topic (something like 32 Quark Units = 1 Torque Unit) but I wasnt shure about it and developed the whole map without a proper size reference.
I ended up getting this for a start:

Torque birdseye view

LOD at work: Church0.dif and Church1.dif

Map details: Church and street...

Map detail: Roof tops...

Another map detail: Church...

reference picture of the place...

Another reference pic...

Real church (detail)
This is the map I will use for now on. Its still in a 'raw' shape, the textures are temporary (I dont need them for now)and the overall lighting is really primitive. I made this base map a single .dif file, and later on the project I will add a lot of .dts shapes for the details and texture the whole thing properly.
I made LODS for the church because I want to use this building (along with a couple of others) part of the story for the game.
Im still considering to use some .dts shapes as buildings But I will decide that matter later in Stage 5.
Im happy for now about the environment stage. I learned how to bring bulidings to torque and this is what most of this stage was all about. There are a lot of other things I want to include in this scenario like particles but to start think about that I really need to go into torque script...
Next step: Stage 3 - Torque Script
I got a bit confused at the beggining of this stage, to get used to play arround in Quark wasnt easy at all. Although the program is quit simple I found it more difficult to use than GTKRadiant (dont ask me why..??).
But after a while I got in to it and stuff started to come out...
After downloading Quark I went through several tutorials (Documentation and Mapping) and after I learned how to move arround I started to sketch a map based on the idea i had for the game:

Birdseye view and topography for terrain.
This is actually a map of a place I used to live
in.(Portalegre)

My old neighborhood will be the map itself[ (image from google earth)
The main reason that I decided to give Quark a try was because of its map2dif converter and its documentation, which I think is a significant advantage over GTKRadiant (although I still perfer GtK!).
The first problem I faced was a lack of size reference in Quark. Basicly I modeled everything without knowing on which scale I was working on... Somewhere in GG foruns there is something about this topic (something like 32 Quark Units = 1 Torque Unit) but I wasnt shure about it and developed the whole map without a proper size reference.
I ended up getting this for a start:

Torque birdseye view

LOD at work: Church0.dif and Church1.dif

Map details: Church and street...

Map detail: Roof tops...

Another map detail: Church...

reference picture of the place...

Another reference pic...

Real church (detail)
This is the map I will use for now on. Its still in a 'raw' shape, the textures are temporary (I dont need them for now)and the overall lighting is really primitive. I made this base map a single .dif file, and later on the project I will add a lot of .dts shapes for the details and texture the whole thing properly.
I made LODS for the church because I want to use this building (along with a couple of others) part of the story for the game.
Im still considering to use some .dts shapes as buildings But I will decide that matter later in Stage 5.
Im happy for now about the environment stage. I learned how to bring bulidings to torque and this is what most of this stage was all about. There are a lot of other things I want to include in this scenario like particles but to start think about that I really need to go into torque script...
Next step: Stage 3 - Torque Script
Recent Blog Posts
| List: | 03/06/07 - Stage 2 - Environment 03/06/07 - Stage 0 - Idea 01/23/07 - Stage 1 - Character 01/18/07 - TOOOOOOOOORQUE! (study01) |
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Submit your own resources!| Chris \"C2\" Byars (Mar 06, 2007 at 02:58 GMT) |
| Phil Carlisle (Mar 06, 2007 at 09:12 GMT) |
You should have made a scaling block first :) (we teach doing exactly that so our students dont get this exact same problem, even if they bloody well ignore us and still make the same mistake!).
| Erik Madison (Mar 06, 2007 at 11:27 GMT) |
| Stephan (viKKing) Bondier (Mar 06, 2007 at 11:58 GMT) |
@Erik: what? 96 QU high doors (3 meters)? are you all NBA players? ;-)
| Alexander "taualex" Gaevoy (Mar 06, 2007 at 17:37 GMT) |
Man, I used to live in Lisbon, PT - I love that city, and I was in that place you are talking about ;)
I used to live on Rato and then moved actross Tejo to Almada... Old good times - portugues wine and cold ocean :D
I love Europe.
| Mark Berry (Mar 07, 2007 at 00:36 GMT) |
| coxosclassic (Mar 07, 2007 at 01:44 GMT) |
I cant wait to get my hands on Constructor! It will definitly make the dif development a lot easier, but since there is not even a release date, I just have to use the tools at hand...
@Chris \"C2\" Byars - Im with you on that one!
@Phil Carlisle - I realize that halfway to finish the map...:(
@Alexander "taualex" Gaevoy - "portugues wine and cold ocean" You defenitly got the vibe of the place! hehehe
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