
Starting now on some of the larger "plaza" or hub rooms of the Labyrinth Level Construction Set now. (click image for zoom). The export attempts to the Torque Game Engine failed. It seems TGE can't handle some of the brushes. This is not uncommon for large or complex MAP format models being ported to TGE, it usually chokes on something. Normally at this point I would delete all the offending brushes and reconstruct them, but Instead I've decided to back burner the TGE release and focus on the RC and Collada versions.
This screenshot was taken inside the renderer and uses light maps. The Realm Crafter version should look similar in game, the TGE version will be much brighter due to the way TGE renders lighting.
Below is a renderer shot of what some pieces of the set looks like exploded. To create a unique continuous level, the developer would push all these components together. Open doorways can be blocked off with wall pieces or rooms with no exit. Separate doorway components can be used to link 2 components without a door unit and still give a little room for error so that the two components don't have to exactly match up. Keep in mind that this set was not intended to be viewed from the outside.
4 comments:
Looks good. Too bad the TGE side isn't working.
Well, one day I'll be done with TGE.
I'll get it working with TGE, it just may not end up as pretty or full featured as it will be for other game engines that accept a more flexible format.
How would you feel about the whole thing being in DTS instead of MAP/DIF format? DTS would eliminate the export problems, not sure how the lighting (or lack thereof), would look though.
In the future - I wouldn't care.
For now, though, I've got so little consistency in my game that I'm trying to grab for whatever I can get, and having the lighting inconsistencies WOULD probably be a problem.
Probably because the lighting in TGE w/ my Constructor stuff is so pooched right now I hardly know if it matters.
lol, ok, I'll stick with the MAP/DIF then.
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