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Defining portals for buildings

by Abigail Richards · in Artist Corner · 02/24/2008 (10:36 am) · 2 replies

Hi,


i've been working for sometime trying to really define a good pipeline from Maya to Torque, i've pretty much established collisioning and exporting to torque. im looking to really define portals within maya if possible to then export to the engine, is it possible just like within maya you can define the collision mesh name 'Col_1' and then 'Collision_1' in the Hierachy to create a plane in maya and then apply a specific flag or function name to make it act as a portal when exported? and apply the portal texture? that and also, if im creating buildings with more than one level, how would i tackle creating collision meshed for that? creating buildings in maya overall for that matter any suggestions anyone? or am i better off creating buildings in constructor and leaving the static meshes for maya?

much appreciated :)

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#1
02/24/2008 (8:03 pm)
Unless you want to implement the polysoup resource and code your own portaling system, I would recommend using Constructor for what you are trying to do here. With the source to maya2map, you will probably be able to export the portal elements correctly to be compiled via map2dif (assuming you follow other CSG modeling rules in Maya...which most artists will not do due to restrictions imposed upon their workflow). I guess you could add in a DTS element (navigating the C++ mesh code for DTS's) that allows portaling, but it may be a lot of work. It might not be, too. I don't know.
#2
02/25/2008 (2:47 am)
Ok cool, thanks alot for that, i think i'll stick with constructor when it comes to architecture then just to make my life alot easier, and i'll most likely just makes static mesh props in maya to fill out the brush based buildings.. far easier approach and quicker i'd say.

thanks alot