Game Development Community

is it possible to merge several level files(*.mis)?

by Ahsan Muzaheed · in Torque 3D Professional · 09/05/2011 (1:43 pm) · 10 replies

several cities of collada format can be easily placed on a single terrain.
but what about a city made in t3d's world editor?

in that situation i think merging that level with another level will be the only fastest solution??

i know in a mission file there is some objects that can be only one in a mission file.
so without them(only taking objects on terrain surface)is it possible to merge several levels in one.
like Burg in Deathball Desert and then both of them in Pacific.

i have searched old posts.found this two thread.
both of them has been solved in different way.i want different approach.

Merging Missions
http://www.garagegames.com/community/forums/viewthread/80947

How do I combine two Missions
http://www.garagegames.com/community/forums/viewthread/71655





by Michael Perry in (http://www.garagegames.com/community/forums/viewthread/71655/1#comment-513413)

Quote:
If you are using stock TGE, you will not be able to combine multiple terrains together. That kind of functionality requires A LOT of custom coding or patience waiting for "Juggernaut."

i think here Juggernaut means torque 3d.so in Torque 3D,is it possible to combine multiple terrains together?






About the author

Torque 3D enthusiastic since 2010.Have been working in several T3D projects besides of Unreal Engine 4 and Unity 3D. NEED a hand with your project? SHoot me a mail. http://www.garagegames.com/community/forums /viewthread/138437/


#1
09/05/2011 (2:47 pm)
Depends on what you mean by combining terrains- if you mean merging them into one single terrain object, then no, you can't do that. However, you can have multiple terrain objects in one mission, so if you want you can cut and paste the terrain entry from one .mis file into the other, and the same goes for any objects (avoid doing so with sun/skybox/scattersky/levelinfo, etc objects) in the mission. When you do this, you'll probably have many objects overlapping, because mission objects are usually placed relative to 0,0,0, not relative to each other. So if you just cut and paste all at once, you're going to see a horrible mish-mash of objects intersecting each other, but if you cut/paste/adjust, it will be much smoother- even if it takes longer. Hope that helps.
#2
09/05/2011 (3:10 pm)
Well, the simplest way of doing this that I can think of is to create a prefab of all the objects in one mission and then add that prefab to another.

Ive used this method to create 'sections' of a town in another empty map just for ease of use and less clutter while building.

PS: juggernaught was/is a project codename for the unified version of TGB/TGE which got a bit lost in the shakeup and sales of the original garagegames and the introduction of TGEA, you'd have to find an insider to give you better details than my sketchy knowledge
#3
09/05/2011 (3:41 pm)
Ted,i know it is not possible to combine terrains.but after seeing something like that in a unity addon,i thought may be t3d have something like that.well forget that.

we use height map for terrain creation.
but is there any way to make height map from terrain?
if there is a way then may be something similar can be possible.

adjusting-->that is the reason i asked this question here.
it kills a loooot of time.but may be BloodKnight's method will work better.


BloodKnight,
i forgot about prefab creation from "bulding & props" video tutorial.for last five month my concentration was only on script and engine source.never gave attention on level designing.that is why i forgot this method.may be it will work.

thanks,both of u.
it is 5 a.m.so i will give it a try tomorrow.

#4
09/05/2011 (4:36 pm)
Sure ahsan - you can export your heightmap from the file menu in the editor.
#5
09/05/2011 (5:01 pm)
What about exporting the different terrains as heightmaps, and merging them in photoshop?

File > Export Terrain Heightmap
#6
09/06/2011 (9:32 am)
How (file->export terrain heightmap) works?
after clicking it i have selected 'the terrain' then i have tried to browse to save file but it does not give any save option.it shows an open button.can not understand, what it is trying to open?
Anybody was able to export it?
Richard u?
#7
09/06/2011 (7:00 pm)
I exported a terrain to heightmap on the 27th or 28th of August. When I get home I'll double-check for you.
#8
09/06/2011 (9:22 pm)
Ok, here goes;

You click file->export terrain heightmap and a dialog pops up. In this dialog is a listbox with your terrains listed in it. Below that is a textbox that is labeled "Folder" and to the right of that is a button labeled "Browse." Select your terrain in the listbox, click the Browse button and select your export folder. Assuming your terrain is named "theTerrain," this will spit out theTerrain_heightmap.png, along with theTerrain_ followed by every material you have painted on that terrain. For example - theTerrain_layerMap_0_grass1.png.

So, you don't get to actually pick a filename - you just pick the folder and it spits out your heightmap and all of the terrain texture maps into that folder.

Hope that helps!
#9
09/06/2011 (9:50 pm)
thanks,Richard.and congratulation for u r new job with GG.

my bad,i should have seen that dialogue box's level "Select export folder".

but that browse system can be make better using a tool tip or a hint to select only a folder instead of open.or making the button text to "Select export folder"

In c# we use "save dialogue box" control.but it seems here has used "open dialogue box".may be for c++ there is no save control in qt.or may be it was a calling mistake.
#10
09/06/2011 (11:02 pm)
For some reason when I used this a few weeks ago I didn't even give it a second thought, but this evening it seemed odd - probably because I was paying attention to it this time.

A tooltip would be nice - the functionality is sensible considering what it does, but it's not obvious what it plans to do at first.

And thanks for the 'grats! I love it already!