Game Development Community

large maps?

by Michael Zajac · in Torque Game Engine · 08/20/2001 (3:22 pm) · 5 replies

Is there any way to make maps larger without losing detail that doesn't recquire some code work? If there isn't, how would I go about enabling larger maps??

#1
08/20/2001 (8:56 pm)
How do you mean larger maps? do you mean larger terrain tiles?

If so, the way to do it, is in the editor change the size attribute from 8 to your desired size. A size of 8 is equivalen to about a 2k X 2k tile if I remember correctly.
#2
08/20/2001 (9:27 pm)
I was hoping of finding another way besides the tiles size. In a T2 map tutorial I heard it caused problems. :-)
#3
08/21/2001 (11:48 am)
well it did in t2, with water if I remember correctly, but with having the source code, we are going to fix that problem if it still exists.
#4
08/21/2001 (12:02 pm)
Ja, in T2 it screws up both water and proper spn/nav generation. Essentially, the water issue is that water blocks obscured by terrain (under the ground) are rendered transparent (or rather not rendered at all). The code that decides what blocks to render apparently assumes a squareSize of 8, so when the squareSize is changed, the unrendered blocks are not under the ground. Looks rather wierd. I haven't run down the responsible code yet.

As for spn/nav files, I dunno what the issue is. I just rewrote the spawn routines in script to use a different method and blew off bots. It works as a workaround, but it isn't ideal by a long shot.

I assume what you really want is a terrain on a 512x512 grid (for instance) instead of the 256x256 standard. I looked at that and even played at making some changes in that direction, but it didn't work. I'm still digging in the terraindata for another purpose, but I know a bit more than I did then. If I think of a good way to expand the grid like that, I'll try to remember to let you know here.
#5
08/21/2001 (12:29 pm)
I had this problem, I made a different post for it though. In waterBlock.cc at around line 234:

if((mpTerrain == NULL) && (mContainer != NULL))
    {
        mContainer->findObjects( mWorldBox, (U32)TerrainObjectType, SnagTerrain, (S32)this );
        if( mpTerrain )
            mFluid.SetTerrainData( mpTerrain->heightMap );
    }

Comment that out. This is where it checks for terrain collision. I might make it take the tile size into account if I can. I'll post it if it works.

*Edit: It's also on line 194. I'm not sure if this one matters though.


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