How to build a cave in Torque - Discussion (Dig a Cave In Torque Game)

xiaoxiao2021-04-01  213

Note: There Are Several Way to Make Your Cave In TGE. Do you want to know what, here we go!

Basically, there is still no lack of CAVE (cave) in the Torque community. There are also many people in the Torque community to explore it, but to achieve the realistic cave in the game, it is as simple as you are, "the monster is good, the cave is difficult to dig. Yeah, "CAVE in Torque, is as follows:

1. Use the.dif file, which is what we said, this method is authentic Cave production method, usually we will use Quark to make. However, the article in front of our blog also introduces another professional and useful production tool, including Cartography Shop and 3D World Studio, here we recommend 3D World Studio, because it can directly generate the Map file required for Torque, and use Toruqe The Map2DIF_PLUS.EXE tool can be converted into the DIF file that can be used directly into Torque, and it is important that it automatically contains the collision attribute. It is not good to create a neat model, especially suitable for the production of four walls. Houses, to be more difficult to do like WOW, and see a method.

2. The advantage of using DTS to make tools is to make a complicated and irregular wall inner wall in the cave. This is very in line with the cave we need, but it can't automatically generate Collision. This is a thing, because everyone knows that DTS only supports a few Collision's Shap, how can the cave do all Collision? Some people think of a way: DTS is told to DTS to join the items that comes with Collision functionality in DIF production tools, which is two merger, but the examples that can do this seem to be found. With the cave production method of DTS, there is a nice tutorial below. Creating a dts shell for your interior for use in Torque game Engine

3, in addition to the above method, some Torque members have thought of a more wayward, that is, with two terrain blocks, one topographic block is above, one topographic block is below, of course on the one The terrain must be flipped, if this can be done, it is estimated to be the best way, because the editor is very convenient, just like editing the terrain, and can be very complicated inside, can have an angle. Material can also be rich. Here is the original text: The 2 Terrain Blocks Sounds Intersting..but again imals here as Well O (R AS TED SAID INVERT IT). Buthat 10 get detailmaps and emboss bump mapping .. i must explore this further..Now for the terrain block method, you need to rotate your terrain so that it's upside down and then invert the bitmap used for the heightfield.

However, I personally felt such a method, using DTS to make internal complex caves. At this time, everyone knows that this cave is there is no Collision. When the player enters the cave, it uses the most original ray detection to realize COLLISION (like players) Like the terrain block), of course, this requires a lot of source code, but relying on existing tools and conditions, it is not easy to achieve the ideal effect after all, everyone thinks? Below is some screenshots I learned to make a cave tonight, the material is not guided, first put it up: One is an example of foreigners, but the example of the tunnel is also the same. This question has not been solved yet, I hope, HAH! (2544)

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