Planet in Peril
by William Shellman · in Game Design and Creative Issues · 09/09/2009 (7:25 pm) · 2 replies
I have posted several threads pertaining to this subject and I have yet to connect to a solution.
I am trying to create a game where the terrain is all one huge world with no area loadings, no mission loadings, or any delays or shifts when traveling from one area to another. I was once told that I should use Triggers, and another member suggested modelling the mountains, hills, valleys, etc.
I attempted to change the Square Size and the Mission Area datablocks, but I was thrown out of the engine.
That was probably a texture issue, but the model making idea might work if nothing else will.
I am trying to create a game where the terrain is all one huge world with no area loadings, no mission loadings, or any delays or shifts when traveling from one area to another. I was once told that I should use Triggers, and another member suggested modelling the mountains, hills, valleys, etc.
I attempted to change the Square Size and the Mission Area datablocks, but I was thrown out of the engine.
That was probably a texture issue, but the model making idea might work if nothing else will.
About the author
#2
09/11/2009 (8:24 am)
I understand, Daniel. I've been told that I might be able to do it by stitching the missions together through triggers, and by altering the engine's Terrain.cc and .h files with code. I'm not sure how that will work out but I'm going to have to try one or the other. I just don't want to mess up the engine. There is a Terrain Repeater Patch which I would imagine allows you to stop the terrain from repeating, but as I said, I'd hate to ruin my system. I am wondering if anyone has succesfully used the patch/code on their engine, and if it works properly or not. I'm still having some trouble figuring out the Triggers, so I am continuing my studies of them. What I don't understand is why the "Terrain Boundary", (the yellow borders), is incapable of being enlarged to any size you desire. Anywho, thank you for your help.
Torque Owner Daniel Buckmaster
T3D Steering Committee
I would say that upgrading to TGEA might help - you can use Atlas terrain, which can be as big as you want it.
But once you've solved the terrain problem, you still need to work out how to load and unload objects in the world depending on where you are - you can't load up the hudreds of thousands of objects you'd need to cover an entire world simultaneously! Sorry I can't offer much in the way of concrete suggestions.