Game Development Community

Making a terrain

by Bamoo · in Artist Corner · 07/06/2005 (4:17 pm) · 8 replies

Hello,
I want to know how to export a ground with 3dsMax because I would like to do a terrain without use the Torque's terrain manager.
I know how to export a player or an object but for a ground, is it the same thing ? what nodes do we need ?

Something else, if I want to do a new terrain using the Torque's terrain manager, how can I do ? In fact, I know we can use terrain manager with F11 but I start with the current terrain, whereas I want to start with a new terrain.

Thank you ! :-)

About the author


#1
07/06/2005 (8:09 pm)
Sorry but your plan simply won't work out the way that you are expecting, you have to work with the Terrain Editor eventually.

You could export a few thousand polys as a terrain but you have issues that you will encounter that will certainly make you wonder why you ever wasted your time getting this going. For starters you are dealing with a lot of polygonal data. Secondly you wont have very accurate collision going on with your terrain. Third what collision detection you will have will seriously kill your games performance... and the list goes on from there.

What you can do though is model your terrain in Max and then use that geometric data to build a heightmap that you can load into Torque to help give you a great head start with the terrain editor. This is what I do for all my work.
#2
07/07/2005 (4:57 am)
Torque's built in terrain is the fastest thing you'll get inside the engine performance wise. I cannot see why you would want to use anything else. It's a highly advanced terrain that can do pretty much anything you want. Plus the texture blending and nature "painting" is excellent. Also the "paging" feature of the terrain is a very complicated, advanced feature....if you are wondering about it, try coding something like that yourself!

If you want to start a new terrain, you can always load a height map into Torque which will create a totally new terrain for you. Just be aware of the fact that your spawn points will probably have to be repositioned, so that your characters don't spawn underneath the new terrain.
#3
07/08/2005 (2:14 pm)
Ok, I agree, i'll use the Terrain Editor...
But, how to load a height map into Torque ?
Thanks :-)
#4
07/08/2005 (2:32 pm)
You don't need to use a height map at all.

Open the editor and goto file -> new -> mission.

Now you've got a clean new mission.

Open the Terrain Terraform Editor and modify the terrain to your hearts content.

I'd wager that you accomplish what you're wanting with the terrain editor in 1/2 the time it would take you to generate and import a custom height map.
#5
07/08/2005 (3:08 pm)
Thank you very much !!! :-)
I have again one question. How can I select the size of my terrain ? In fact, I would like an area of 30 square meters.
#6
07/08/2005 (3:45 pm)
I disagree with Kirby. I use terragen and several other terrain programs to make heightmaps, then tweak them with the ingame terrain editor. That seems to be faster then trying to get everything right in the terrain editor.

My 3 cents
#7
07/08/2005 (3:53 pm)
I would like to try but, how to load a height map into Torque ?
#8
07/12/2005 (5:13 pm)
holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/

Read both parts of the tutorial

Matt