Random Mission Pack:Done!
by Richard_H · 06/21/2007 (12:27 pm) · 7 comments
At last, my Random Mission Pack is completed! Sorry it took so long, setting up a website and online store wasn't as fast as I though.The Random Mission Pack is a code pack for the Torque Gaming Engines. This code pack allows for easy implementation of a flexible random level generator in the Torque Gaming engine.
This pack is very flexible and can easily be modified by script. The pack allows for multiple stages of object placement and placement based on pre-placed objects. It comes with 2 tile-based patterns for placing objects and a working example (uses FPS Starter Kit).
At the moment the version completed comes with simple, programmer art. Later there will be a separate pack containing better art for a higher price.
Visit my site for more info or purchase it here for $20.
Enjoy and don't forget to comment!




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#2
way better than it was at the first blog :)
You could add fucntions like adding traffic objects(stoplights, signs, crossings etc) and maybe some trees or grass in the squares between the streets, maybe some parking lots, just the normal stuff in a city
also i have a question about the buildings, are they prebuild DTS/DIF files or dynamicly build models?
other than that, great pack, im loookin forward making great citys ^^
06/21/2007 (3:58 pm)
woot, looks great =Dway better than it was at the first blog :)
You could add fucntions like adding traffic objects(stoplights, signs, crossings etc) and maybe some trees or grass in the squares between the streets, maybe some parking lots, just the normal stuff in a city
also i have a question about the buildings, are they prebuild DTS/DIF files or dynamicly build models?
other than that, great pack, im loookin forward making great citys ^^
#3
06/21/2007 (4:07 pm)
you finally figured out that bug, awesome. :)
#4
Edward: Which bug?
06/21/2007 (5:47 pm)
Florian: The buildings are prebuilt .difs, though theoreticly you could dynamicly build them. There will be another version with more art, including some of the things you've mentioned.Edward: Which bug?
#5
06/22/2007 (12:27 am)
Good to see you finished it! 8-)
#6
06/22/2007 (2:22 pm)
I'm curious. I know this was made for TGE, but could any of the code for this be converted to use in TGB? I've got a prototype in the works, which will need random level placement eventually, and if I could use this even as a working base, that'd cut my dev time alot.
#7
06/22/2007 (2:25 pm)
Though I'm not certain of how TGB works, this will probably work with it. You'll need TGB Pro so you can add the C++ file and you'll need to change the script a bit (remove Z-cord), but the C++ Backbone should be fine. It iterates though a 2D grid placing 3D objects at X and Y cords. It shouldn't be much of a problem to convert it. 
Torque Owner Richard_H