Game Development Community

Objects in DIF Interiors

by Scott Peal · in General Discussion · 06/13/2004 (10:57 am) · 24 replies

Yet another newbie question,

If you have a building that has several rooms, that building has to be a DIF so the character can enter the building. But now let's say that you have a table and chair objects. You want the character to be able to sit on the chair.

Does the chair have to be in DIF format because of the character interaction?

And can the table be in DTS format and inserted in the building?

If yes, when do you put the table into the building? in Quark or in Torque?

When do you insert the chairs? Quark or Torque?
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#1
06/13/2004 (11:07 am)
Uh, not sure if I understood your question.

You make the DIF interior in your editor of choice.
You place the DIF interior ingame.
You make the DTS object in your favourite editor.
You place the DTS object as you would with any object ingame, but move it inside the actual building.

I really think that's straightforward. (?)
#2
06/13/2004 (11:12 am)
If you want your character to actually sit on the chair, model it with a sitting animation. Model your chair with a mount node that specifies the position where your character will sit and then mount it to the chair.
#3
06/13/2004 (12:18 pm)
Thanks Guys,

Now I understand about that the chair uses a mount node. So does this mean that I can create the chair as a DTS and/or DIF?

Sorry to bother ya about a newbie question.
#4
06/13/2004 (1:02 pm)
Brian, AFAIK the only object you could place a mount node to is a .DTS

There are some pretty OK tutorials on creating .DTS and applying nodes to them.
www.garagegames.com/docs/torque/general/ch08.php
Maybe that might help ?
#5
06/13/2004 (1:31 pm)
@Brian: Hello?

Quote:
You make the DTS object in your favourite editor.
You place the DTS object as you would with any object ingame, but move it inside the actual building

You can make a dif file too, but why would you want that?
Dif has more accurate colission, but if your chair is going to very detailed.. then I would go for DTS anyday!

We made a fence object recently that had some detail in it.. and it didn't work very well in DIF, considering framerates.

A dif on the other hand *can't* be destroyed, or moved.
It cannot be mounted either, as Jorgen pointed out above.
#6
06/13/2004 (1:39 pm)
You can make a dif and put an invisible dts that you can mount.
Its only the collision that matters anyway.
#7
06/14/2004 (1:03 am)
Billy, then what if you want to animate the chair or shoot it into pieces?
#8
06/14/2004 (1:21 am)
Yeah, why you make a chair in intrerior format when you can do it by making a simple 3Dmodel with a collision mesh and mount point?.
#9
06/14/2004 (3:19 am)
Hehe i only give him some ideas not a solution :)
Better to have lots of ideas to choose amongst.
#10
06/14/2004 (10:45 am)
This is all good information, thanks guys.

So let me recap this. If I want to make a chair that the character can move around and sit in, it should be a DTS. Right?

If the chair does not need to be moved around or "shot with holes" then it can be a DIF object. Right?
#11
06/14/2004 (10:55 am)
Right & Right Again :)
#12
06/16/2004 (7:53 am)
Well the one problem I have with dts in dif rooms is my dif objects show up almost pure black. If I then allow the portals to pass light through them, my dts will light up ok, but then my rooms are all washed out from the sunlight.
Any way to say just change the ambient lighting of a dts but keep the portals to blocking sunlight so I dont get that ugly washout?
#13
06/16/2004 (8:05 am)
Tony, you might want to look at Synapse Gaming's Lighting Pack.
#14
06/16/2004 (8:17 am)
Tony, for a more natural look you should let the portals block sunlight and use interior lights to brighten rooms.
#15
06/16/2004 (9:44 pm)
Well by default I have portals set to block lights. And I do have interrior lights but they wont brighten the dts objects.
At least not noticably.
#16
06/16/2004 (11:45 pm)
If they are interior-only DTS items, you might try turning up the ambient light via your modelling program.

Otherwise, perhaps Matt is right and the SG Lighting pack is the way to go. Heck, I'd recommend it even without this. ;)
#17
06/17/2004 (4:55 am)
Hi Tony,

Eric and Matt are correct. The Lighting Pack will better integrate your dts objects into the scene.

The Lighting Pack provides mission light objects that can be created, moved, and modified in-engine without having to recompile your difs. It allows all dts objects to receive real-time lighting and allows static (non-moveable) dts objects to cast shadows.

In the following example screenshot the pipes to the right are dts objects:

www.synapsegaming.com/content/screenshots/lightingpack10small.jpg

Info on the current Lighting Pack

Info on the upcoming version 1.1 (free upgrade)

Hope this helps!


Eric and Matt,

Thanks guys!


-John
#18
06/18/2004 (2:59 am)
Sorry to butt in, but can the Lighting Pack be used on TSE?

Thanks,
Nick
#19
06/18/2004 (3:46 am)
I would gesstimate on no...lighting in TSE would be done in shaders, which has nothing to do with the fixed function pipeline the lighting pack no doubt uses. But you'll notice Dynamic Lights are on the list of upcoming featuers of the TSE.
#20
06/18/2004 (8:38 am)
Hi Nick,

The Lighting Pack will be updated to support TSE. All of the tools will perform the same functions, so everything you'll learn with the TGE Lighting Pack will translate nicely to the TSE Lighting Pack.

Here's a quote from a post I made recently regarding TSE integration:

Quote:The Lighting Pack enhances TGE's lighting/rendering models and adds new mission light objects/tools that significantly improve modeling possibilities. Most (if not all) of these tools and enhancements will be ported to TSE.

You can find more information here:

Lighting Pack product page
Lighting Pack 1.1 update info

Hope this helps!

-John Kabus
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