Game Development Community

Simple Terrain

by Kayley · in Torque Game Engine · 01/11/2005 (6:49 am) · 13 replies

I am a newbie to Torque and am using it as a visualization tool.

I am not trying to create a game. Rather, I am merely using Torque to create the environment and am taking advantage of its built in features such as first person camera views and collision detection for my project.

Now all I need in my environment is a room that is about 5m by 5m by 10m.

I do not need a terrain size that is forever repeating with fields and fields of grass and land.

Can anyone just start me off with a simple, simple, small sized terrain? How do I do this??

I've read through some discussion about terrain sizes and it all seems sooo complex (esp for a newbie)... is there anyway I can start from scratch with just a little capture volume?

Many thanks!!

#1
01/11/2005 (7:16 am)
Do a search for "disable terrain repeating". Someone was able to do that, and it's probably the first step in what you want to do. Next, you probably want to play with the Squaresize in the .mis files to size the terrain. It will take a fair bit of tweaking to get where you want to be with the terrains, so read up on the forum threads pertaining to terrain sizes. Hope that helps.
#2
01/11/2005 (7:23 am)
Gotcha.. thanks.

As for this Squaresize:

I found this chunk with a .mis file...

new MissionArea(MissionArea) {
area = "-152 -1052 1052 1052";
flightCeiling = "300";
flightCeilingRange = "20";
locked = "true";
};


Is the area = " " the squaresize you are referring to?? Also, what does each of the parameters mean? (x, y, z, ?) ??

Thanks!
#3
01/11/2005 (11:46 am)
Good lord, no. Check the TerrainBlock. :)
#4
01/25/2005 (10:22 am)
So I have finally got my terrain from repeating :)

But still, with squaresize = 1, it is way too big as I want my room to be 5m by 5m by 10m.

I tried squaresize = 0.2 but it crashes on me!

Also, the default terrain is sooo bumpy! How can I make the ground completely flat? I would use the terrain editor but that is all still by hand and doesn't guarantee complete flatness....

Ideas?

Thanks!!
#5
01/25/2005 (10:56 am)
Have you tried just removing the TerrainBlock from the mis file ?
#6
01/25/2005 (11:06 am)
Hahahah when I do that, my avatar is falling endlessly down and down and down :P

I can create a flat heightmap... but how do I apply it and make it a .ter file?

Thanks!
#7
01/25/2005 (11:18 am)
Which folder would I place the new heightmap/.ter file?

Is there a .cfg file where I need to specify where these .ter files/ heightmap are located?

thanks
#8
01/25/2005 (11:24 am)
You could throw away the terrain and create a block for the player to walk on. Then you put your room on top of this. This could look like this:
img.photobucket.com/albums/v449/dirkk/deled/k2.jpg
#9
01/25/2005 (11:35 am)
How do you create this "block" for the player to walk on? .. in Quark, correct? Then just position it so that it is "floating" somewhere in the scene then place the room onto of it??

Thanks
#10
01/25/2005 (11:42 am)
Yup, think thats what Dirk is getting at
#11
01/25/2005 (11:49 am)
Cool - I got it :)

Thanks so much!
#12
01/25/2005 (11:49 am)
You can easily do it in Quark (if you know how to do it) I did it in DeleD.

In general you are right. In the picture above the ground, the house and the cube are part of one and the same DIF file.
#13
01/25/2005 (11:56 am)
Awesome. thanks :)

Ah, only if I knew the solution was this easy... there I was recompiling the project to turn off repeating terrain... :P