Hello all, a few questions
by William Leaton · in Torque Game Engine Advanced · 04/03/2009 (7:37 pm) · 3 replies
I have searched the forum and blogs but can not seem to find what I am looking for.
Can anyone point me in the direction or a tutorial(s) that cover making an populating a level?
The main things I am looking at the moment are creating NPC/ENPC and object clipping.
I have created models of buildings, trees, creatures, chests etc.... in both Max and Maya and can bring them in, the have a bounds (clone) but they do not have clipping. You walk right through them.
Secondly I want to place NPC baddies to fight but only seem to have the static NPC models. The last time I created a level was with the Dungion Siege builder and there you placed your NPCs and set all of the settings on the model, drug out the AOE, set the path, etc... is there nothing like that here?
Can anyone point me in the direction or a tutorial(s) that cover making an populating a level?
The main things I am looking at the moment are creating NPC/ENPC and object clipping.
I have created models of buildings, trees, creatures, chests etc.... in both Max and Maya and can bring them in, the have a bounds (clone) but they do not have clipping. You walk right through them.
Secondly I want to place NPC baddies to fight but only seem to have the static NPC models. The last time I created a level was with the Dungion Siege builder and there you placed your NPCs and set all of the settings on the model, drug out the AOE, set the path, etc... is there nothing like that here?
#2
I had confused the way AI was handled with another game engine I had looked at back in 03, so was trying to find that interface.
One last question, Artist documentation page is that not this forum? Or am I missing a section somewhere?
04/07/2009 (12:02 am)
WOW... got it tks,, the polysoup was what i was looking for,, as far as the AI, i did the tutorial and kinda got it working. I had confused the way AI was handled with another game engine I had looked at back in 03, so was trying to find that interface.
One last question, Artist documentation page is that not this forum? Or am I missing a section somewhere?
#3
There is also the Artist's Corner forum, in which you would probably want to ask most of your art related questions since some people tend to only view certain forums that they're interested in. It's also divided into several other sub forums related to various applications/tools or just general discussion.
04/07/2009 (1:51 am)
It appears that the link for the Artists on the Documentation landing page isn't working for some reason. It's usually found up top under Support -> Documentation -> and then you have a choice of engine and/or Art. But here is a working link. I think that's about the third time the link has changed in the last couple of months... I guess they're still re-organizing the website.There is also the Artist's Corner forum, in which you would probably want to ask most of your art related questions since some people tend to only view certain forums that they're interested in. It's also divided into several other sub forums related to various applications/tools or just general discussion.
Associate Michael Hall
Distracted...
If you're not using collision meshes to define the collision boundaries of your object, then you'll need to enable polysoup, put a check in the usePolysoup box in the Editor Inspector Panel after you've selected the object that needs collision. The Artist Documentation can give you more info on how to set up your models to have collision meshes.
The stock AI in Torque is a pathed AI. That means you have to place a Path Simset with a series of PathMarkers in your level. You'll do that in the editor. The AIManager will automatically spawn an AI of datablock "x" if it finds a Path once your mission loads. The AI will then proceed to "run" said Path. Any other functionality other than that will have to be added. There are many, many resources available for that.