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Plastic Gem #14: Kirk Alberts' Urban Decay 4 of 5

by Kirk Alberts · 06/26/2008 (10:00 am) · 1 comments

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Plastic Gem # 14 : Kirk Alberts' Urban Decay 4 of 5

Difficulty: Easy

www.plasticgames.com/dev/blog_images/gems/urbanDecay04.jpgurbanDecay04.dif

Hi, Kirk Alberts from Plastic Games again. I have another building using the texture pack described
This is an example of another way to use the free of textures that I released in Gem #11.

This shape is two houses that were used in conjunction with other homes that you could enter. We used the fences to channel the players through a neighborhood. This shape uses textures to give detail rather than having to rely on exorbitant structural detail. The shape was initially used in TGE. Had the textures been used in the shader engine with normal maps the effect obviously would have been better.

The shape wasn't in a finished state. I would have worked more on it had we decided to go forward with the project. You might be able to pick out some flaws here and there because of this.

On the .dif you can see how I handled the doors and windows. They are separate brushes 'cut into' a separate set of brushes which are painted with the siding texture. There are also several layers of brushes that give the building some realism. They're all very simple shapes and this gives you flexibility with the use of the textures in the pack. Had I not added the antenna on top there would be very few vertices on the structure and had I been more regimented and used null textures and more detail brushes it would have improved the shape's performance even more.

I got lazy....

After the next Gem we'll hand things back off to Paul and Anthony and their code feebies, but in the future, I will be covering some more interior related matter when we release some improvements to the Torque Magic Button system, which Garage Games used to auto-generate .mis objects from entity data contained in the .dif file.

Using nodes in Constructor -- or whatever application you're comfortable with -- we use the Magic Button to set up locations of dts doors and windows by placing nodes in the editor we're building the interior in. These will translate into Torque once the object is placed. We used our enhancements to the Magic Button to be able to give them a desired rotation, state (locked/unlocked, breakable, etc.) and some other attributes that we'll cover then.

This Gem's Sample Interior

In the .zip file for this gem I have included a sample interior you can play with called urbanDecay04.dif. Put this file in the urbanDecay folder you created in Gem #11 and then place in the mission editor.

This interior is just a sample to show how the texture set can be used. It does not have LOD or portals setup.

The Next Gem

www.plasticgames.com/dev/blog_images/gems/urbanDecay04_warehouse.jpg
This gem is a pretty good example of ways to use the Urban Decay texture pack. In the next Gem I'll show a more detailed example using an old, ruined warehouse that I built.