Author Topic: Level design readme  (Read 5935 times)

Elta

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Level design readme
« on: January 06, 2009, 08:10:50 PM »
Intro
Once the map editor is released you can start creating your own missions for Mech Warfare:Co-op.
A mission is a combination of Terrain, Interiors (large objects), triggers and scripts. This post will explain how you can create your own mission!

Terrain Generator
The  terrain generator creates continuous, seamless terrain, dynamically blended and automatically mapped for structure and altitude shadows. All Terrain is light mapped for hills and building shadows, has dynamically generated blend tiles, and altitude based fog banks for increased realism. In short, terrain editor and generator allow you to create beautiful, unique worlds employing tools such as fractal heightfield based terrain generation, rule based fractal terrain texturing, and the ability to very finely manipulate terrain.

Programs:
Our current mission editor isn\'t released for the public, to get a taste for making missions you can use the mission editor that comes with the Torque demo.
Download: Torque Demo

Documentation:
GarageGames official docs

Interiors
Interiors define large objects, such as buildings, and spaces that players and entities can move around in. These interiors are stored in a format called DIF, which utilizes a Binary Space Partition (BSP) collision scheme, similar to that found in any Quake-based game engine. DIFs can be created using QuArK or any other Valve 220 format .map editing program.

Programs:
-----I\'ll update this post with more information -----
« Last Edit: November 04, 2009, 08:10:52 PM by elta »

StickDude101

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RE: Level design readme
« Reply #1 on: November 04, 2009, 12:43:30 AM »
I just downloaded the DeleD Edtior. Im giving it a try!

Thanks,

~StickDude101

Elta

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RE: Level design readme
« Reply #2 on: November 04, 2009, 10:14:53 AM »
Good luck!
Be sure to post some of your work :-)

StickDude101

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RE: Level design readme
« Reply #3 on: November 04, 2009, 06:54:07 PM »
Well, I tried using DeleD editor, But I guess 3D modeling is just not my thing. I had a easier time learning C++. I think I\'ll stick with basic programming. Although, 2D modeling was very fun. I think I can do both 2D objects and C++ programming.

Thanks,

~StickDude101

Elta

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RE: Level design readme
« Reply #4 on: November 04, 2009, 08:18:00 PM »
There is a different workflow with each editor. Maybe try constructor (i have update the link).
Besides creating bsp\'s is different then making real models in max or maya.

Ah well you tried :)

StickDude101

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RE: Level design readme
« Reply #5 on: November 04, 2009, 08:28:17 PM »
Constructor looks very interesting. I\'ll give it a try! Thanks for the link!

Thanks,

~StickDude101