Removeable roofs ?
by Devil`s Workshop · in Torque Game Engine · 01/06/2003 (1:36 pm) · 7 replies
Hi there,
i purchased the TGE some days ago and have tried some possibilities of it. One question i've on my mind is how to generate houses with removeable roofs ?
So lets say i got a godlike view on the player controlling him with the mouse (ressource to handle it is aviable as far as i know). So as i enter a house
with my character i want the roof to disappear. So far i know a house would be a DIF object constructed in worldcraft..so is it possible to construct the house without roof in WC and the roof seperated in WC. And then combine them directly in the mission editor and turning the roof invisible if the player enters the house ?
Maybe anybody has ever tried this before and knows if it's possible ?
Thanks a lot,
Alexander Nobbe
i purchased the TGE some days ago and have tried some possibilities of it. One question i've on my mind is how to generate houses with removeable roofs ?
So lets say i got a godlike view on the player controlling him with the mouse (ressource to handle it is aviable as far as i know). So as i enter a house
with my character i want the roof to disappear. So far i know a house would be a DIF object constructed in worldcraft..so is it possible to construct the house without roof in WC and the roof seperated in WC. And then combine them directly in the mission editor and turning the roof invisible if the player enters the house ?
Maybe anybody has ever tried this before and knows if it's possible ?
Thanks a lot,
Alexander Nobbe
About the author
#2
01/06/2003 (1:38 pm)
Yes, it should be possible to do it the way you describe, as different objects. I'm not sure if the roof can be an interior, though, you may have to use a shape instead.
#3
01/06/2003 (1:52 pm)
Unless you somehow tied it in with the new resource that gives you transparent dif's . . . a shape would be much better though, since all of the rendering options are right there for models; you can make it see-through just like *that*, whereas you'd have to code it for dif's.
#4
You can give the roof a datablock an a name, and let it appear or dissapear, or let it play an animation (sliding open for example).
In Hammer you'd have to replace the roof with a portal brush that doesnt let ambient light trough tough.
01/06/2003 (2:09 pm)
I'd make the structure a .dif (with Quark or Hammer), and the roof a .dts.You can give the roof a datablock an a name, and let it appear or dissapear, or let it play an animation (sliding open for example).
In Hammer you'd have to replace the roof with a portal brush that doesnt let ambient light trough tough.
#5
01/06/2003 (2:12 pm)
You could make a DIF roof and adjust it so the highest LOD is blank. Since it's based on pixel size for detail, it wouldn't be too hard to calibrate.
#6
Then add a trigger just above (and around) the building (which you'd have to write yourself of course) so that when the camera enters it, the animation with the open roof is played. When the camera leaves the trigger the closed roof animation is played.
I've no idea if this is feasible though!
01/06/2003 (2:16 pm)
Maybe you could use two animations; one for the roof open and one for it closed.Then add a trigger just above (and around) the building (which you'd have to write yourself of course) so that when the camera enters it, the animation with the open roof is played. When the camera leaves the trigger the closed roof animation is played.
I've no idea if this is feasible though!
#7
Anyway my deepest thanks ;)
Bye,
Alexander
01/06/2003 (2:50 pm)
Thanks for the suggestions so far, i'll try the dts/dif combination and post any results :)Anyway my deepest thanks ;)
Bye,
Alexander
Torque Owner Anthony McCrary
You could make things easier with some custom programming, but I think it would be possible through script.
Either way, it's not going to be EASY.