Creating caves, tunnels, etc.
by Timothy Downs · in Torque Game Engine · 01/30/2004 (4:07 pm) · 9 replies
Is there a way to make caverns, overhanging cliff, and tunnels through moding the terrain itself without using the paint clear function in the actions menu?
About the author
#2
01/31/2004 (4:38 am)
I'm doing like Eric said. I create my caves, tunnels, overhangs in the Hammer editor and then add them to my world. Then just shape the terain around them to help them blend in.
#3
But no overhanging cliffs
01/31/2004 (5:05 am)
I saw some tribes1&2 maps that used two terrain maps overlaping to form huge undergroud caverns and tunnels,,it looked great.But no overhanging cliffs
#4
01/31/2004 (6:37 am)
Thanks I have to try using to ovrlapping terrains.
#5
I'm breaking my skull on finding any help on this issue.
Im open to using a mirrored or flipped terrain object for this, or making them by hand in QuArK.
Any help would be great. Thanks guys!
06/04/2004 (12:44 pm)
Any news on how to best make simple network of tunnels?I'm breaking my skull on finding any help on this issue.
Im open to using a mirrored or flipped terrain object for this, or making them by hand in QuArK.
Any help would be great. Thanks guys!
#6
1. Build your tunnels in QuArK; having portals on openings is a good idea
2. Locate them on terrain and empty terrain squares at those points
Its a good idea to create bends in the openings so you can't get a direct look all the way down a shaft.
Make your tunnel walls at the sections that penetrate the terrain thick enough that you can shape the terrain that is outside the empty squares without causing a lot of distortion
.
Might want to make the portals let ambient light pass through (or not).
Water and fog in the area might come into the tunnel unless you modify the code to avoid this; we have added a terrain option to allow water underground (posted somewhere).
Hope that helps for a quick one.
06/04/2004 (2:13 pm)
What's the problem exactly?1. Build your tunnels in QuArK; having portals on openings is a good idea
2. Locate them on terrain and empty terrain squares at those points
Its a good idea to create bends in the openings so you can't get a direct look all the way down a shaft.
Make your tunnel walls at the sections that penetrate the terrain thick enough that you can shape the terrain that is outside the empty squares without causing a lot of distortion
.
Might want to make the portals let ambient light pass through (or not).
Water and fog in the area might come into the tunnel unless you modify the code to avoid this; we have added a terrain option to allow water underground (posted somewhere).
Hope that helps for a quick one.
#7
our problem must lie in our methods, as we are new to QuArK.
In our pre-TGE testing we Used MAX with the GLB3.0. we made the tunnel network in max, converted it to brushes, then exported to .map. This ran very nicely in Quake3 and HL and took little time.
For TGE, which we are commited to use, we are attempting to build the tunnels in QuArK, completely. Our test map files from GLB/max load fine in QuArK, and pass all the tests and error searches QuArK offers. Map is exported to v220 map with no problem, but the diff build fails everytime with a bad face on brush <3 points error. We cant find any detail on the offending brush. Im sure this is a problem with GLB allowing bad geomtry through the export.
The best way we have found (and thanks for all the help on QuArK related topics Mr.F!)is to make a bunch of slightly overlapping cylinders(10 sided prizms)..arranged as close to the level plans as possible, then we are using the make hollow command on them. This is kind of working, but in making the cyls hollow QuArK is resizing a few of the wall brushes and they cant align perfectly.
We can adjust the angle of the cylinder faces to match up very well, but once it is made hollow the angles of the outter edges of the tube are impossible to adjust perfectly.
Our goal is to be able to build a lib of prefab tunnel parts, corners and intersections, that we use to make our tunnel racing game levels. We just need some simple 'curvy' tubes!!!
Thank you for your time.
06/04/2004 (5:00 pm)
This game project calls for nothing but tunnels as the play area. So we will delete the terrain object and player spawn directly into the closed tunnel track. These would be as curvy as possible, for low viz.our problem must lie in our methods, as we are new to QuArK.
In our pre-TGE testing we Used MAX with the GLB3.0. we made the tunnel network in max, converted it to brushes, then exported to .map. This ran very nicely in Quake3 and HL and took little time.
For TGE, which we are commited to use, we are attempting to build the tunnels in QuArK, completely. Our test map files from GLB/max load fine in QuArK, and pass all the tests and error searches QuArK offers. Map is exported to v220 map with no problem, but the diff build fails everytime with a bad face on brush <3 points error. We cant find any detail on the offending brush. Im sure this is a problem with GLB allowing bad geomtry through the export.
The best way we have found (and thanks for all the help on QuArK related topics Mr.F!)is to make a bunch of slightly overlapping cylinders(10 sided prizms)..arranged as close to the level plans as possible, then we are using the make hollow command on them. This is kind of working, but in making the cyls hollow QuArK is resizing a few of the wall brushes and they cant align perfectly.
We can adjust the angle of the cylinder faces to match up very well, but once it is made hollow the angles of the outter edges of the tube are impossible to adjust perfectly.
Our goal is to be able to build a lib of prefab tunnel parts, corners and intersections, that we use to make our tunnel racing game levels. We just need some simple 'curvy' tubes!!!
Thank you for your time.
#8
06/04/2004 (8:03 pm)
You might even have problems just doing this in QuArK. I am having problems with tunnels where I get this error from map3dif.exe "Fatal-ISV: Vislink cannot be coplaner with node!" I have not found any solutions in the forums for this.
#9
06/05/2004 (12:33 pm)
Tunnels are very hard to make. I've done them but avoid the makeHollow command in Quark like the plague. However. you might try the prisms as pie slices; this does a better job of creating the sub brushes (they don't overlap).
Torque 3D Owner Eric Forhan