Terraform Editor - Does it actually work ?
by Frank Sutton · in Torque Game Engine Advanced · 04/12/2007 (10:16 am) · 9 replies
Does the terraform editor work in TGEA? I can' t change or mold the terrain like used to be able in TGE. Thanks for any help or suggestions.
About the author
#2
04/12/2007 (11:18 am)
I'm trying to use it with a copy of the water terrain demo. Won't that work ?
#3
04/12/2007 (11:22 am)
The terrain and water demo uses atlas terrain so editor won't work
#4
04/12/2007 (11:28 am)
Sorry , double post there. Anyway, I've read here on the forums that the starting point for a new project is either demo, or terrain_water_demo. So, I want to create a new terrain using one of the existing demo projects and work from there. But now it seems that TGEA crashes if I try to delete the existing ATLAS terrain. How do I simply delete the ATLAS terrain and use the terraform editor to create a new terrain that I can work with? Sorry for the dumb questions.
#5
04/12/2007 (12:33 pm)
Try, File > New Mission from the mission editor.
#6
This is one solution, what I'm using.
1. Download the TGEA port of starter.Fps for example. ->unpack it to your sdk/example/
2. Then make a copy of it which you rename whatever you fancy (MyGame etc.)
3. Then modify the main.cs file at root of the example folder to look like this:
$defaultGame = "MyGame";
where the "MyGame" is the folder you renamed at the step 2.
4. Then start the game /editor
5. From the menu load the barracks
6. After the mission has loaded press F11 to start the editor
7. From the file menu click: new mission
8. When the new mission has loaded save it like XXXXXX.mis (XXXXX being the name of your choice)
to the folder (muy importante !!!!!) /MyGame/data/missions/xxx.mis
9. Exit the editor
10. Browse to the folder /MyGame/data/missions/
11. And delete every other file (xxxx.ter and xxxx.mis) than which relates to the name
you gave at the step 8. e.g MyMission.mis
12. That's it.
A clean build to start on.
I think there's better ways to do that but we've gotten this far with that,
I hope it helps you since our team has no need/use for that Atlas Terrain either. (perhaps in the future).
Cheers !!!!
04/13/2007 (3:15 am)
Hi Frank !This is one solution, what I'm using.
1. Download the TGEA port of starter.Fps for example. ->unpack it to your sdk/example/
2. Then make a copy of it which you rename whatever you fancy (MyGame etc.)
3. Then modify the main.cs file at root of the example folder to look like this:
$defaultGame = "MyGame";
where the "MyGame" is the folder you renamed at the step 2.
4. Then start the game /editor
5. From the menu load the barracks
6. After the mission has loaded press F11 to start the editor
7. From the file menu click: new mission
8. When the new mission has loaded save it like XXXXXX.mis (XXXXX being the name of your choice)
to the folder (muy importante !!!!!) /MyGame/data/missions/xxx.mis
9. Exit the editor
10. Browse to the folder /MyGame/data/missions/
11. And delete every other file (xxxx.ter and xxxx.mis) than which relates to the name
you gave at the step 8. e.g MyMission.mis
12. That's it.
A clean build to start on.
I think there's better ways to do that but we've gotten this far with that,
I hope it helps you since our team has no need/use for that Atlas Terrain either. (perhaps in the future).
Cheers !!!!
#7
at the /MyGame/data/missions/
there should be two files among the others: MyMission.mis ,MyMission.ter.
Don't delete these, but any other files found in this folder but not those two.
MyMission.mis is a file that tells the engine/editor what's included in the game scene.
MyMission.ter includes the geometry data/elevation etc. of the terrain object (Geo/Legacy), what you've possible modified.
Later on after you've painted the terrain etc. the editor will create files with an *.ml extension
(remember to save, OFTEN),
these files tell the engine what MATERIALS you've used on your terrain.
I always keep a couple of back up's of my /data folder if something goes wrong (as it usually does) :P
Cheers Again !!!!!
04/13/2007 (3:33 am)
Addendum: After the step 8. you created/saved your own mission e.g MyMission.misat the /MyGame/data/missions/
there should be two files among the others: MyMission.mis ,MyMission.ter.
Don't delete these, but any other files found in this folder but not those two.
MyMission.mis is a file that tells the engine/editor what's included in the game scene.
MyMission.ter includes the geometry data/elevation etc. of the terrain object (Geo/Legacy), what you've possible modified.
Later on after you've painted the terrain etc. the editor will create files with an *.ml extension
(remember to save, OFTEN),
these files tell the engine what MATERIALS you've used on your terrain.
I always keep a couple of back up's of my /data folder if something goes wrong (as it usually does) :P
Cheers Again !!!!!
#8
04/13/2007 (8:43 am)
Thanks Petteri!
#9
go to example\terrain_water_demo\data\missions.
edit the simple.mis file
comment out the current Atlas2 terrain like this:
//new AtlasInstance2(NewTerrain) {
// position = "-151.417 7.48933 80";
// rotation = "1 0 0 0";
// scale = "1 1 1";
// detailTex = "~/data/terrains/details/detail1";
// atlasFile = "~/data/terrains/arcticBlended.atlas";
// lightMapSize = "1024";
//};
and add the legacy terrain like this:
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/detail1";
terrainFile = "./simple.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
position = "-1024 -1024 0";
locked = "true";
};
save the simple.mis file and the terrain_water_demo will have editable terrain.
You'll have to look down and hold down the 'S' key to move upwards because you're goin to spawn below the terrain.
04/13/2007 (9:56 am)
Frank, another thing you can do is go to example\terrain_water_demo\data\missions.
edit the simple.mis file
comment out the current Atlas2 terrain like this:
//new AtlasInstance2(NewTerrain) {
// position = "-151.417 7.48933 80";
// rotation = "1 0 0 0";
// scale = "1 1 1";
// detailTex = "~/data/terrains/details/detail1";
// atlasFile = "~/data/terrains/arcticBlended.atlas";
// lightMapSize = "1024";
//};
and add the legacy terrain like this:
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/detail1";
terrainFile = "./simple.ter";
squareSize = "8";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
position = "-1024 -1024 0";
locked = "true";
};
save the simple.mis file and the terrain_water_demo will have editable terrain.
You'll have to look down and hold down the 'S' key to move upwards because you're goin to spawn below the terrain.
Torque Owner Stefan Lundmark