Terrain inside Interiors
by Jem Bem · in Artist Corner · 12/13/2003 (7:14 am) · 12 replies
Hey,
I was just wondering how to remove terrain from inside the interiors... I tried that little checkbox in the World Inspector, but it didn't work...
Thanks in Advance,
Sam
I was just wondering how to remove terrain from inside the interiors... I tried that little checkbox in the World Inspector, but it didn't work...
Thanks in Advance,
Sam
About the author
#2
With a little bit of tweeking you can get the outside and inside to look great!
12/13/2003 (8:06 am)
Afterlowering the terrain go around the outside on the interriors. I often find when I do this there are gaps below my interiors to the ground.With a little bit of tweeking you can get the outside and inside to look great!
#3
12/13/2003 (10:40 am)
There is a flag on InteriorInstance called showTerrainInside. Set it to false (the default) in your .mis file or in the editor. For it to work, the interior must be portalized, so make sure the area that you don't want the terrain in is a portalized separate zone.
#5
www.garagegames.com/docs/torque.sdk/tools/worldCraft.html
12/13/2003 (11:58 am)
Loads of information is located here:www.garagegames.com/docs/torque.sdk/tools/worldCraft.html
#6
11/16/2004 (6:53 am)
I have inserted portals into my quark file and I still have terrain show up inside my objects. Has anyone got this to work correctly?
#7
11/16/2004 (1:53 pm)
If you are making a building like in starter.FPS ... just make your floor thicker. Go into the world editor and pull up the buildings in starter.FPS to see how thick they are. If you are building one that needs to go underground... cut a hole in the terrain and adjust it to match up. If you still have a gap...add to the outside exterior to cover them up, like bushes, trees, etc.
#8
So if you walk into the building you walk up the terrain, although you can't see it!
You walk on the air!
[edit]
Marks advice is good, its actually the most simple way to avoid terrain inside! We also use this for tunnel-entrances where often terrain shows up trough the walls!
11/16/2004 (10:13 pm)
I do have portalized buildings and the terrain won't be showed, but the collision still exists. So if you walk into the building you walk up the terrain, although you can't see it!
You walk on the air!
[edit]
Marks advice is good, its actually the most simple way to avoid terrain inside! We also use this for tunnel-entrances where often terrain shows up trough the walls!
#9
the link above is good, but it is a bit light on how to do it for the first time. I've followed the steps, but they rely on an example file that I don't think I have.
without the example, it's not clear where the burshes were placed.
my problem is that I'm only getting a single portal zone when I export, even though I have two portals.
thanks for any pointers.
11/16/2004 (10:14 pm)
I would also appreciate a little more help.the link above is good, but it is a bit light on how to do it for the first time. I've followed the steps, but they rely on an example file that I don't think I have.
without the example, it's not clear where the burshes were placed.
my problem is that I'm only getting a single portal zone when I export, even though I have two portals.
thanks for any pointers.
#10
there's a great tutorial by Desmond Fletcher about portals!
The difficult thing with portals is to ensure that there are no leaks! So a clean and good structure of interiors is very important! And no detail-brushes may get out of a portal!
[edit]
If you get only one portal there'll be a leak somewhere in your map that breaks up the portal.
A good way to find leaks is a render-mode in torque which shows you the portal zones. (don't ask me the command, we're using tools for mapper)
11/16/2004 (10:21 pm)
@Clint:there's a great tutorial by Desmond Fletcher about portals!
The difficult thing with portals is to ensure that there are no leaks! So a clean and good structure of interiors is very important! And no detail-brushes may get out of a portal!
[edit]
If you get only one portal there'll be a leak somewhere in your map that breaks up the portal.
A good way to find leaks is a render-mode in torque which shows you the portal zones. (don't ask me the command, we're using tools for mapper)
#11
"The difficult thing with portals is to ensure that there are no leaks!"
that was the key, I looked arround my other set of rooms and saw a couple leaks, just started over from scratch with the simplest of rooms and a single portal, and now I have two portal zones.
11/16/2004 (10:41 pm)
Matt, thanks!"The difficult thing with portals is to ensure that there are no leaks!"
that was the key, I looked arround my other set of rooms and saw a couple leaks, just started over from scratch with the simplest of rooms and a single portal, and now I have two portal zones.
#12
11/17/2004 (2:18 pm)
@Clint: study the tutorial that Matt told you about. And the commands you need are in the tutorials. Or you can use Utilities for Mappers. It is easy to put the code in and if you put it in TGE 1.3, you may want to bind it to the F12 key. It defaults to F5...same as the particle editor.
Torque Owner Desmond Fletcher
fletcher
2. Set those particular terrain squares to empty with the setEmpty tool. You will have to gauge the size of the interior to match the size of the emptied square however.