Looking for some help on terrain
by Nick Gingerella · in Torque Game Engine Advanced · 02/07/2009 (11:36 pm) · 10 replies
I've been playing with L3DT standard addition, creating custom heightmaps and what not, however, even after reading a vast amount of tutorials and looking through forums, I cant seem to get the answer I'm looking for.
Can anyone tell me an effective way of getting my terrains into torque advanced 1.8.0?
I'd also like to know how I can get atlas terrains in as well, any help would be great.
Can anyone tell me an effective way of getting my terrains into torque advanced 1.8.0?
I'd also like to know how I can get atlas terrains in as well, any help would be great.
About the author
#2
I'll just have to continue my search.
02/08/2009 (3:38 pm)
Thanks Mike, those tutorials did answer quite a few questions about the other aspects of the terrain creation process.I'll just have to continue my search.
#3
I am willing to help any way I can.
02/09/2009 (4:50 am)
@ Nike. Could you explain exactly the problems you are having.I am willing to help any way I can.
#4
I've spent pretty much all day yesterday creating a terrain with the regular terrain editors in Torque, and I came up with a nice looking terrain, but I would like a much smaller terrain, one that wont take 6 days and 7 nights to traverse...
Its my job in our group to develop stages for our game and learn how to script and program in torque, I need terrains that don't tile endlessly either, I'm trying to create just one medium sized area in which the level takes place and after that level is complete, onto a next stage. That should give you the basic idea that I am going for? The small size should also make it easier on the relight times wouldn't it? I have used L3DT in the past, and I got very nice heightmaps out of it that I would have loved to use, but I have no idea how to get them in.
So In a Nutshell:
1.How do I make smaller terrain that does not tile endlessly
2.Is there a way to import heightmaps efficiently
3.Any info on atlas terrains would be great as well
One last thing to add to this list, It seems my spawn sphere is no longer on the map, I don't really have much of an idea on how to get it back, any help with that would be an added bonus for me.
Thanks in advance for any help that you can give me.
02/09/2009 (12:48 pm)
thanks Bill,I've spent pretty much all day yesterday creating a terrain with the regular terrain editors in Torque, and I came up with a nice looking terrain, but I would like a much smaller terrain, one that wont take 6 days and 7 nights to traverse...
Its my job in our group to develop stages for our game and learn how to script and program in torque, I need terrains that don't tile endlessly either, I'm trying to create just one medium sized area in which the level takes place and after that level is complete, onto a next stage. That should give you the basic idea that I am going for? The small size should also make it easier on the relight times wouldn't it? I have used L3DT in the past, and I got very nice heightmaps out of it that I would have loved to use, but I have no idea how to get them in.
So In a Nutshell:
1.How do I make smaller terrain that does not tile endlessly
2.Is there a way to import heightmaps efficiently
3.Any info on atlas terrains would be great as well
One last thing to add to this list, It seems my spawn sphere is no longer on the map, I don't really have much of an idea on how to get it back, any help with that would be an added bonus for me.
Thanks in advance for any help that you can give me.
#5
2. Personally, I've had no problems importing HMs into TGEA1.8, but it seems many do. Why not import it into an older version, even TGE, and then simply move over the .ter file as needed?
3. TDN is pretty well stocked with Atlas info. L3DT exports a pretty good copy, taking most all the guesswork out of it if you just want a quicky creation. With small levels as you describe though, Legacy is probably you're best bet. I can't think of any advantage Atlas would have for a small area.
4. SpawnSphers CAN be added via the editor, if you make a creator for them in objectbuilder.cs. 8+ or so years of Torque, and this has never been done to head. Hmmm. The simplest method though, just edit your .mis file manually and add the group/object. Move it around once back in game, copy/paste/duplicate to your hearts content.
Edit: Funny thing I just noticed after posting. My date/timestamp is a few hours earlier than Bill Vee's. :P
02/09/2009 (3:21 pm)
1. Uncheck 'tile terrain'. Set your square size smaller, 4 is nice. This will not only make your terrain much smaller, but also much more detailed.2. Personally, I've had no problems importing HMs into TGEA1.8, but it seems many do. Why not import it into an older version, even TGE, and then simply move over the .ter file as needed?
3. TDN is pretty well stocked with Atlas info. L3DT exports a pretty good copy, taking most all the guesswork out of it if you just want a quicky creation. With small levels as you describe though, Legacy is probably you're best bet. I can't think of any advantage Atlas would have for a small area.
4. SpawnSphers CAN be added via the editor, if you make a creator for them in objectbuilder.cs. 8+ or so years of Torque, and this has never been done to head. Hmmm. The simplest method though, just edit your .mis file manually and add the group/object. Move it around once back in game, copy/paste/duplicate to your hearts content.
Edit: Funny thing I just noticed after posting. My date/timestamp is a few hours earlier than Bill Vee's. :P
#6
one thing is fuzzy to me though,when it comes to editing the mission file, what do you mean when you say "add the group/object. Move it around once back in game, copy/paste/duplicate"
I figure best to ask now than later
-Now that I think of it...your date/time stamps are earlier than Bill's
one more thing...whats legacy terrain?
02/09/2009 (4:57 pm)
All that info is just phenomenal, your the man Erikone thing is fuzzy to me though,when it comes to editing the mission file, what do you mean when you say "add the group/object. Move it around once back in game, copy/paste/duplicate"
I figure best to ask now than later
-Now that I think of it...your date/time stamps are earlier than Bill's
one more thing...whats legacy terrain?
#7
I had a long winded reply ready but my real life got in the way and I was going to post it when I got home but you pretty much summed it up nicely.
One thing I would add is L3DT has 2 atlas terrain export options.
The "Torque Atlas2" export option uses the TGEA executable to create the atlas file via a generated script that TGEA runs from L3DT.
This option is what I consider the most advanced of the 2.
But TGEA 1.8.0 out of the box can't create a atlas file this way because GG broke a console function needed to accomplish the task.
It was a change in the way bitmaps are expected to be loaded that broke the function.
This thread discusses the issue and offers a temporary fix for it.
But I would recommend you to use the "Torque Atlas(legacy plugin)" until you get more familar with atlas creation as it is unaffected buy TGEA 1.8.0.'s bug.
Legacy terrain is the terrain that TGE uses. It is essentially 1/4 of a megga-terrain(well not exactly but close enough).
Theoretically you can create a terrain with TGE and import it into TGEA.
I have seen some discussion about problems doing this but haven't paid to much attention to it.
Oh and Erik ... when you and Nick get done with your time machine I need to barrow it to get a lottery ticket. :)
02/09/2009 (7:36 pm)
You beat me to it Erik.I had a long winded reply ready but my real life got in the way and I was going to post it when I got home but you pretty much summed it up nicely.
One thing I would add is L3DT has 2 atlas terrain export options.
The "Torque Atlas2" export option uses the TGEA executable to create the atlas file via a generated script that TGEA runs from L3DT.
This option is what I consider the most advanced of the 2.
But TGEA 1.8.0 out of the box can't create a atlas file this way because GG broke a console function needed to accomplish the task.
It was a change in the way bitmaps are expected to be loaded that broke the function.
This thread discusses the issue and offers a temporary fix for it.
But I would recommend you to use the "Torque Atlas(legacy plugin)" until you get more familar with atlas creation as it is unaffected buy TGEA 1.8.0.'s bug.
Legacy terrain is the terrain that TGE uses. It is essentially 1/4 of a megga-terrain(well not exactly but close enough).
Theoretically you can create a terrain with TGE and import it into TGEA.
I have seen some discussion about problems doing this but haven't paid to much attention to it.
Oh and Erik ... when you and Nick get done with your time machine I need to barrow it to get a lottery ticket. :)
#8
It's very simple to add spawnspheres. You can place them just like regular objects from within the Mission Editor (F11): (F4) World Editor Creator -> Shapes -> Misc -> SpawnSphereMarker. For them to work properly they need to be created under or added to the PlayerDropPoints Simgroup. If the Simgroup does not exist simply create one and name it PlayerDropPoints, then within the World Editor Inspector panel select and drag your SpawnSpereMarker(s) to the SimGroup - PlayerDropPoints.
To send new objects to a selected SimGroup simply ALT + LeftClick on the name of the SimGroup in the Inspector panel (the folder icon and SimGroup name will change it's color), this highlights that SimGroup. Once a SimGroup is highlighted all newly created objects are sent there automatically. NOTE: all of this selection, highlighting, and assigning to a SimGroup is done from within the Inspector Panel.
02/09/2009 (8:43 pm)
Quote:4. SpawnSphers CAN be added via the editor, if you make a creator for them in objectbuilder.cs. 8+ or so years of Torque, and this has never been done to head. Hmmm. The simplest method though, just edit your .mis file manually and add the group/object. Move it around once back in game, copy/paste/duplicate to your hearts content.Actually, look again, they're in there and there is no need for the copy/paste -> move -> duplicate silliness, unless you just really want to.
It's very simple to add spawnspheres. You can place them just like regular objects from within the Mission Editor (F11): (F4) World Editor Creator -> Shapes -> Misc -> SpawnSphereMarker. For them to work properly they need to be created under or added to the PlayerDropPoints Simgroup. If the Simgroup does not exist simply create one and name it PlayerDropPoints, then within the World Editor Inspector panel select and drag your SpawnSpereMarker(s) to the SimGroup - PlayerDropPoints.
To send new objects to a selected SimGroup simply ALT + LeftClick on the name of the SimGroup in the Inspector panel (the folder icon and SimGroup name will change it's color), this highlights that SimGroup. Once a SimGroup is highlighted all newly created objects are sent there automatically. NOTE: all of this selection, highlighting, and assigning to a SimGroup is done from within the Inspector Panel.
#9
And speaking of the time machine, I feel I must claim it for myself Bill, I am afraid I must eliminate you and Erik immediately!
But then who would answer all of my questions,(aside from all the others who replied)?!
You win this time Bill and Erik.
But seriously, thanks for all the help guys, much appreciated.
02/09/2009 (10:18 pm)
Damn,I should have been using forums from the get go, you guys have helped me out big time with this issue.And speaking of the time machine, I feel I must claim it for myself Bill, I am afraid I must eliminate you and Erik immediately!
But then who would answer all of my questions,(aside from all the others who replied)?!
You win this time Bill and Erik.
But seriously, thanks for all the help guys, much appreciated.
#10
02/09/2009 (10:21 pm)
Just chiming in to say awesome help and advice guys. Community++
Torque Owner Mike Rowley
Mike Rowley
Lara E. has made some awesome tutoials for adding/modifying terrain. There are problems with using heightmaps in tgea, but if you do a search of the forum, hopefully you'll be able to find the work-a-round that get's them working.
I can't answer any questions about atlas as I've never used it.