Non-symmetric interiors?
by Kaya Dogan · in Torque Game Engine Advanced · 03/22/2007 (5:20 am) · 3 replies
I want to create some buildings like they have been created for the "Gothic" games. I know that for Gothic, everything has been build with 3ds Max. If you remember...the buildings used for the "Gothic" series are absolutely non-symmetric. Is it possible to get exactly that with Worldcraft/Hammer? Stuff like walls with some folds and stuff. If not...is there any "quick 'n' simple" way to create interiors in DTS-format?
#2
I haven't played Gothic, but unless it has platformer mechanics (say Kingdom Hearts) that require accurate surface collision, I'm not sure why it would have it. Nothing I've seen from the screenshots of movies for it have seemed to require it. But, again, I haven't played it. But from the screens, a simplified collision mesh (or even bounding boxes) could have been used as long as an occlusion method culled objects in and out of view as needed.
EDIT:
And I think that Kingdom Hearts used collision boxes as well, but it just used more of them to seem more accurate. Because there were places where you could hold onto "air".
EDIT 2:
I'm also not sure if non-symmetrical (asymmetry) is the right word. Because you can easily create asymmetrical structures in QuArK or whatnot. But the detail level of many of the structures in Gothic 3's screenshots would be beyond difficult. But as long as you design and create your buildings and walls/structures from scratch according to that design, then you can make asymmetrical buildings. It's not like they all have to be blocks with four walls. You can have broken walls and (in Quake 3) curved structures, etc. My problem with BSP formats and buildings isn't usually a symmetry issue, but a texturing and precision issue in terms of where I want precise vertices to be (which falls into the convex/concave problem for me).
But I haven't really thought about it in terms of a/symmetry unless it is in designing CTF levels and keeping them somewhat symmetrical to avoid unfair advantage to one team or the other.
03/22/2007 (9:21 am)
Often you don't need a collision system as robust as the polysoup solution. The vast majority of games that I've played that have polygonal environments use bounding shapes and a rare simplified mesh system. Look at most console games. They usually don't need advanced collision and most do not use it, even with strange looking environments. Occlusion is the major headache with using polysoup methods.I haven't played Gothic, but unless it has platformer mechanics (say Kingdom Hearts) that require accurate surface collision, I'm not sure why it would have it. Nothing I've seen from the screenshots of movies for it have seemed to require it. But, again, I haven't played it. But from the screens, a simplified collision mesh (or even bounding boxes) could have been used as long as an occlusion method culled objects in and out of view as needed.
EDIT:
And I think that Kingdom Hearts used collision boxes as well, but it just used more of them to seem more accurate. Because there were places where you could hold onto "air".
EDIT 2:
I'm also not sure if non-symmetrical (asymmetry) is the right word. Because you can easily create asymmetrical structures in QuArK or whatnot. But the detail level of many of the structures in Gothic 3's screenshots would be beyond difficult. But as long as you design and create your buildings and walls/structures from scratch according to that design, then you can make asymmetrical buildings. It's not like they all have to be blocks with four walls. You can have broken walls and (in Quake 3) curved structures, etc. My problem with BSP formats and buildings isn't usually a symmetry issue, but a texturing and precision issue in terms of where I want precise vertices to be (which falls into the convex/concave problem for me).
But I haven't really thought about it in terms of a/symmetry unless it is in designing CTF levels and keeping them somewhat symmetrical to avoid unfair advantage to one team or the other.
#3
engine\ts\tsmesh.cpp(430) : error C2440: '=': 'GFXTexHandle *' cannot be converted to 'GFXTextureObject *'
and
"..\engine\out.vc8.win32.debug\guiTreeViewCtrl.sbr": No such file or directory
03/23/2007 (5:21 am)
I tried the polysoup resource, but I get 2 errors:engine\ts\tsmesh.cpp(430) : error C2440: '=': 'GFXTexHandle *' cannot be converted to 'GFXTextureObject *'
and
"..\engine\out.vc8.win32.debug\guiTreeViewCtrl.sbr": No such file or directory
Torque 3D Owner iHugMedia
As for DIF soultions, I personally like 3D World Studio and DeleD, particularly the latter for more detailed interiors.