Game Development Community

Question on buildings/models

by Foestar · in Artist Corner · 09/14/2006 (11:43 am) · 6 replies

Okay, I am currently working on models for my game. I figured I would get this part done before I get to far into torque. One thing I noticed while working on a tutorial in torque was that the building I placed in was a object kinda like a model. So to create sky scrapers, farms, buildings, etc. they must be models? And if so, does that mean they must be created in a way to allow the player to enter within the editing program (milkshape, MAX, etc.)?

#1
09/14/2006 (11:56 am)
Any building you want your player to enter must be a dif. The software I used is DeleD, this link
http://www.delgine.com

You can make map with MilkShape and convert them to dif but I have been unable to get the texture to show in Torque.

Players, trees, crates, barrels and etc is dts model which can be create with Blender, MilkShape, Max, Gamespace, Lightwave and Maya.

I read on here somewhere that general rule is if your player is going walk on it or in it, it must be dif.
#2
09/14/2006 (12:56 pm)
A dif object is an object that the player can walk inside of, such as a building. Most other objects are made as dts and have a collision box for collisions. I use dif for all my buildings and bridges, and dts for everything else.
#3
09/19/2006 (7:16 am)
Okay, so I intend to put huge buildings in my project. How big? Well I want to place in some buildings that may have 20 floors (alot of work, but worth the time). So I would have to create a model of the building, and make it a dif to enter? Does that include the doors, windows, etc. that are attached to the building? Or can do I make those dts?
#4
10/05/2006 (9:44 pm)
Foestar,
Before you get too far with a 20 floor building I would test it without Windows and doors, but do have the openings created in the model. You may want to take a close look at how many polys the model has, because it would probably be very high and I'm not sure what the limit is on the TGE Engine. If you are able to get the building to work the Windows can just have null textures (Makes them transparent) The doors will have to be separate .dts models because I'm assuming you want them animated. Hope this helps if I understood your question correctly.
#5
10/05/2006 (10:58 pm)
You could also make the floors as a separated model (with lods) so you can just put as many of those models on top of eachother to make that 20 floor building. That also reduces the amount of polys in the scene.
#6
10/12/2006 (12:34 am)
I make all pieces 1st like walls and floor chunks and ceiling chunks as well and at 1st I spare NO detail and load it...when its small pieces like this you can have a lot...then I start taking off thing that wont be noticed at a distance and start saving the files in the proper sequence ... example...WallOne_0 , WallOne_1 , WallOne_2, ...this will give me 3 levels of detail when i load the _0 one through the DIF importer it add the other automatically if there in the folder too...but if you make all the piece separately you can have an entire city built and have it run a good FPS with out a lot of fuss...well...a little less anyway:)



Good Luck!!
-Bobby