Game Development Community

Spray Can level editing?

by Nick Eaket · in Torque Game Engine · 12/16/2005 (8:26 pm) · 9 replies

If anybody has played the half life 2 or any other source games they know that in multi player you can use a spray can to paint images on most parts of the maps.

My question is that would it be possible to modify the world builder to spray arrows on the ground or images on buildings. I don't care about multiplayer but i think it would be nice to modify textures on buildings by just using torque. If this could be done you can easily make better looking maps with the same models. All u would have to do is put an image eg. grifity on a building to make it different then one before. I would like to be able to make a simple level and then using this new tool to add some grifity or signs over some of the buildings.

Thanks,
Dustwars


Edit: If you don't know what i mean i can post some screen shots to show the basic idea

#1
12/16/2005 (9:21 pm)
You can make shapes in Max and use them that way. I used shapes in Deus Ex to add details to walls and stuff. It wouldn't be too hard to add a second texture layer either, would it?
#2
12/16/2005 (11:53 pm)
@Dustwars9

I don't want to presume to speak for John Kabus, but the next release of TLK 1.3.6 should have projected decals, and I think that is what you are looking for. You can do it with transparent dts objects like Mincetro mentioned, but it takes a lot of work to align the model to a flat surface. I've been using a pre-release version of TLK 1.3.6 and it includes projected decals.

Heres the basic building:
www.reallyreallygoodthings.com/screenshot_463-00001.jpg
Decal projector:
www.reallyreallygoodthings.com/screenshot_463-00002.jpg
New Decal on building:
www.reallyreallygoodthings.com/screenshot_463-00003.jpg
#3
12/17/2005 (12:01 am)
That's looking pretty spiffy there, Alan. We're also using a pre-release version of the/a Lighting Pack. Although we haven't used the decal projectors yet, your screenies make me think we should. ;)
#4
12/17/2005 (12:10 am)
Noooow what happens if you project that onto those pipes there? >.>
#5
12/17/2005 (1:26 am)
Looking awesome!
#6
12/17/2005 (11:52 am)
@ Alan

I was looking for something like that thanks. Now I have another reason to buy the TLK. Those screenshots look nice and it shows how you can make a plain dts building in too something even better without having to be really good with textures in a modeling program.
#7
12/17/2005 (4:34 pm)
@Dustwars9
The building is a dif, not a dts, only difs and terrains can take the projected image (as far as I know).

@Paul
The projected decal passes through dts objects, so at his point they can't be projected upon like I mentioned above. But it does lend itself to some other useful effects-

Projected complex leaf patterns:
www.reallyreallygoodthings.com/screenshot_464-00001.jpg
Projected rock walkway on terrain. Could be used for tire ruts, broken concrete, etc.:
www.reallyreallygoodthings.com/screenshot_464-00005.jpg
- Alan
#8
12/17/2005 (4:50 pm)
This is nice! I also see you have some code shadow implemented for trees? or is this also texture projected?
#9
12/17/2005 (5:01 pm)
@Eric

No, I don't have any code for tree shadows, although TLK does cast shadows with trees, it's just not a very powerful shadow.

This thread has some info on the projected tree shadows:
www.garagegames.com/mg/forums/result.thread.php?qt=37692

Quite a while back I had implemented some of Mel's stuff for dts shadows and they were pretty distinct, but it was a pain to keep it and integrate TLK 1.3.6 (unreleased), so I opted to re-visit that at a future date.

Way too many cool things in TLK. =)
You guys will be blown away when John Kabus finally releases that build!

- Alan