Game Development Community

Building Torque with TerrainManager

by Corin · in Torque Game Engine · 02/15/2005 (2:33 am) · 3 replies


#1
02/15/2005 (2:33 am)
TerrainManager wasn't updated for a while. And as it looks like this is only Build 6 of TerrainManager on this website. There are newer versions around.
I guess you're using Torque 1.3, right? So there could be some major problems.

Maybe you can post some pieces of your compile log? I can only guess what errors you get.
#2
02/15/2005 (3:37 am)
I can't tell you where to find the latest version of TerrainManager. I don't know it. Maybe you got some look and someone has a copy of it he can send you.
I'm not up to date on what's going on with terrain and TSE. I'll have to read a few lines first.

Just by the way: When you say large or larger what size are we talking about?
#3
02/15/2005 (4:02 am)
Ok, that's quite... large...

As it sounds from the description and what the GG guys tell in the forums TSE is definitively a good way. The other one would be to grap one of the latest TerrainManager sources and integrate it into TGE 1.3.
You have to wait a little bit until TSE is ready to use with all it's features. Integrating TerrainManager into TGE will take you some time too.
I don't know if you already own TSE. If not this would mean you have to pay another 150 bucks. That's not much compared with what you get in the end. But anyway. Also I don't know how comfortable you are with the engine and C++ as the TerrainManager requires changes to the source.

My oppinion is to wait for TSE. I have used TerrainManager myself a long time ago. But I always had problems with it (Problems with waterblocks, Terrainpainting, Lighting and alot more). I'm sure that TSE don't have such problems when the new Terrain is out. The guys over at GG rock and they know what they do.