Is this possible?
by Ian Chiofolo · in General Discussion · 07/18/2005 (4:28 pm) · 5 replies
I put an attachment of a map I made for my game, each red square is the pre sized terrain map(left how it is).The X is the middle the terrain is I think 48 squares. Is it possible to not repeat the sqaures and make height maps for every square and place them were I want them? and were the picture ends at the water I want it to repeat only those outside blocks so you keep going or you swim through the block and reapaer on the other side were you started.Is it possible to do this?
[IMG]http://img345.imageshack.us/img345/5592/mapterrainspace1wj.th.jpg[/IMG]
[IMG]http://img345.imageshack.us/img345/5592/mapterrainspace1wj.th.jpg[/IMG]
About the author
I have an associates degree in fine arts. I am currently working on my bachelor's in theater and minor in art history. Once done with those degrees I aim to get a degree in game art at an online university.
#2
07/19/2005 (12:53 pm)
Yes like when you enter the mission editor the white lines. (where the terrain repeats itself).
#3
www.garagegames.com/mg/snapshot/view.php?qid=1013
www.garagegames.com/blogs/8863/8055
07/19/2005 (2:53 pm)
Sounds like you need TSE's "Atlas" terrain engine.www.garagegames.com/mg/snapshot/view.php?qid=1013
www.garagegames.com/blogs/8863/8055
#4
I think the best way to do this with Torque is switching to TSE and using atlas (but a lot of pen and paper work to make a square connect seamlessly with another, and also a lot of editor experiments with transforms if the squares differs even for just a 0.1 unita one other).
Another way is to do it with various missions, in wich each mission is actually an island square, modeled like the map but when you touch the bounds of a square you'll be teleported on another square in another mission.
Can this help mantain less memory used?
By the way, I don't know other ways to make it work.
Bye, Thc.
07/19/2005 (4:55 pm)
Andrew, exactly my same tought!I think the best way to do this with Torque is switching to TSE and using atlas (but a lot of pen and paper work to make a square connect seamlessly with another, and also a lot of editor experiments with transforms if the squares differs even for just a 0.1 unita one other).
Another way is to do it with various missions, in wich each mission is actually an island square, modeled like the map but when you touch the bounds of a square you'll be teleported on another square in another mission.
Can this help mantain less memory used?
By the way, I don't know other ways to make it work.
Bye, Thc.
#5
07/20/2005 (11:09 am)
Were can I purchase the new shader for torque?
Torque Owner kc_0045
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