Sub-Dividing maps
by Steven Peterson · in Artist Corner · 06/07/2005 (11:03 am) · 3 replies
I'm new to torque and am not sure what the proper methods are to solve these two problems:
1) My world is not only large but rectangularly shaped. The Original map that I'm creating the height field map from is approx: 4000x1000 pixles. Getting it down to 256x256 is somewhat painful. Can I break the map into 4 separate maps - and then create 4 separate but adjoining zones in Torque - to produce a map that is REALLY (4*256) x 256 ?
2) This is a kind of 3rd-person RPG based on the classic overhead 2-D view RPGs, where an over-world map with separate "caves" or "labyrinths" were popular. As the 'caves' don't really correspond well to my over-world map I want to have cave-entrance "hot-spots' that transition the player to the entirely separate and unrelated "underworld map". Just like your favorite SNES RPG. Is this possible in Torque?
I hope someone can suggest an appropriate method (and maybe even tools) for creating these effects. At this point I don't even know what to search for yet.
Thanks,
1) My world is not only large but rectangularly shaped. The Original map that I'm creating the height field map from is approx: 4000x1000 pixles. Getting it down to 256x256 is somewhat painful. Can I break the map into 4 separate maps - and then create 4 separate but adjoining zones in Torque - to produce a map that is REALLY (4*256) x 256 ?
2) This is a kind of 3rd-person RPG based on the classic overhead 2-D view RPGs, where an over-world map with separate "caves" or "labyrinths" were popular. As the 'caves' don't really correspond well to my over-world map I want to have cave-entrance "hot-spots' that transition the player to the entirely separate and unrelated "underworld map". Just like your favorite SNES RPG. Is this possible in Torque?
I hope someone can suggest an appropriate method (and maybe even tools) for creating these effects. At this point I don't even know what to search for yet.
Thanks,
#2
06/07/2005 (12:16 pm)
Thanks for the tip Stephen. I found some code on the search and I think this will deffinitly work for problem 2. I don't think it would be a good enough solution for problem 1 however. Any other possibilities?
#3
Currently, people are playing around with 8192x8192 heightmap grids for example.
06/07/2005 (1:19 pm)
TSE. It does massive terrains majestically! There is no heightmap grid size limitation other than the available hard drive space on your computer(s).Currently, people are playing around with 8192x8192 heightmap grids for example.
Torque 3D Owner Stephen Zepp