Skeleton Pack Blog 8
by Andy Hawkins · 12/04/2006 (2:13 pm) · 9 comments
The Skeleton Pack upgrade 1.1 is almost, almost ready (Wik!). Click here to purchase the existing version Skeleton Pack.
I had a second commercial sale - yeah!
I've been tinkering with QuArk and the level design and it's now proceeding well. Rather than a progress list check out the maze I've be building for the second part of the level. You will of course get the QKM's and MAP's to bolt your own maze together and I've included a teleport as well.








I had a second commercial sale - yeah!
I've been tinkering with QuArk and the level design and it's now proceeding well. Rather than a progress list check out the maze I've be building for the second part of the level. You will of course get the QKM's and MAP's to bolt your own maze together and I've included a teleport as well.
#2
12/04/2006 (4:35 pm)
Yeah! That's the spirit - the catacomb will come in sections - or prefabs in three forms, MAP, QKM and DIF - portalised so you don't have to get your hands dirty in QuArk to build a level - you will be able to do it in Torque. BTW - does anyone know how to snap DIF's together in Torque?
#3
I'm sorry I don't know how to snap DIF's together in-game. I only ever did it by hand.
12/05/2006 (1:59 am)
That sounds really good, I'll enjoy making missions with those! :-)I'm sorry I don't know how to snap DIF's together in-game. I only ever did it by hand.
#4
In editorGui.cs change the rotationSnap to "90".
Change snapRotations and snapToGrid both to "true".
In editorGui.Gui make the same changes (except they use "1" instead of "true").
When you start the world editor, go to edit->World Editor Settings. Change the grid size to 16 16 16 (adjust by powers of two to fit your needs). I believe there's a similar option inside the CS/GUI to make this change permanent, but I've never tried it.
Those make the snap-to functions always turned on. You might want to program them into the editor UI (or get someone to do it) so you have the options to turn them on or off.
12/05/2006 (5:40 am)
The quick-n-dirty way to enable snap-to-grid and rotation snap:In editorGui.cs change the rotationSnap to "90".
Change snapRotations and snapToGrid both to "true".
In editorGui.Gui make the same changes (except they use "1" instead of "true").
When you start the world editor, go to edit->World Editor Settings. Change the grid size to 16 16 16 (adjust by powers of two to fit your needs). I believe there's a similar option inside the CS/GUI to make this change permanent, but I've never tried it.
Those make the snap-to functions always turned on. You might want to program them into the editor UI (or get someone to do it) so you have the options to turn them on or off.
#5
12/05/2006 (6:04 am)
@Eric - so this could be a script only mod yes? If that works I can make it part of the pack, that is as long as it doesn't require an engine recompile.
#6
12/05/2006 (8:46 am)
Yep. Scripts only. It would be best to include it in the UI so people can adjust them (or turn off), but I don't know if that's something in your plans.
#7
12/07/2006 (7:37 pm)
@Eric - that sounds like a good idea. I think it would be useful for other objects anyway.
#8
04/09/2012 (4:59 am)
Moderator - can you delete best1225's mail and this one please? Looks like spam.
#9
04/10/2012 (9:51 am)
Damn, thought I scrubbed all those. Time for another sweep. 
Torque Owner Edward Smith
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