---------------The Original PTT2--------------

Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: Tutorial: Creating a map with TGE & ModWizard by Triv


just a working stiff!

Status: Offline
Posts: 207
Date:
Tutorial: Creating a map with TGE & ModWizard by Triv
Permalink  
 


This is continuation for the age old installing TGE tutorial which should be completed successfully before continuing with this tutorial as it assumes that you have finished it.

This tutorial's aim is not to create huge modded terrains but to create quality playing fields which are good sized for fun games.

1.1 - Preparing
I have created a sample terrain which you should download and start editing from it.

I will upload new starter terrain.
  • The terrain size is already restricted to correspond -256 -256 512 512 which is the stock size of the maps. You should only reduce the terrain size to smaller which I very much recommend you to do. The terrain resides inside a red box which is the -256 -256 512 512 size. Going across those red edges will kill you. Keep that in mind and watch that your terrain doesn't overlap with the red edges.
  • I have picked the texture editor to use three different textures. You can create pleasantly looking maps with only three textures. The sample terrain is grass textured. You should use fewer textures when possible because that will keep the file size smaller and will be faster to download in-game.
  • Fog level is set at value 20. Fog level value should always be equal with floor value. Floor value is the kill level. The terrain can be at the lowest in value 0 that means you should focus on raising the terrain as you barely can excavate it any lower.
  • I have added by default one spawn point for both green and blue team in the middle of the terrain. They are the white-greyish octahedron's on the map. This is to make sure that you will spawn on the terrain without dying.
  • There don't exist any outer islands as visual candies which may possibly raise the performance.

1.2
Place the two sample files from the download into Torque/game/data/missions -location.

1.3 - optional
Before starting TGE as introduced in installing tutorial. I recommend adding more brushes in to the editor. This is totally optional part. I enjoy having a greater choice between the sizes. Also there is an unique 2 x 2 brush. Which edit the terrain the most lightly from all the brushes. And it is perfect brush to blend two textures together which can't be done with other brushes.

Guide for adding more Brushes

2.1 - Terrain editing
Start the TGE from the modded batch.
FPS game Check create server Run.
Press F11 File Open mission Sample_Rename_Me.mis
Again F11 Now F8 Last time F11
Camera Fastest
Press F6 (fast route for Terrain Editor)

2.2
Editing the terrain to the shape you wish it to be is up to you. Can't really offer much help in it and I don't think it would be good idea. As it is way more fun let your own creativity to flow. Before you start editing it is good to have some sort of idea what type of map you're going to make. Make sure your terrain has varying elevation with open areas, hills, rocky and bumpy sections and perhaps even a mountain. Good visual help tool is to texture the areas that will be hillier sections.

Remember frequently relight the terrain by pressing Alt + L. You will then notice the terrain changes easier.

You should occasionally check out the terrain in TTanks, because the terrain always seems much smaller in TGE than it's in reality when you're driving on it with your tank.

Remember to create a password protected room when you're checking out the terrain. And do not share the terrain file until you're fully happy with it and won't be doing any changes to the file. If you go changing the terrain file later. Anyone who had downloaded the terrain earlier will receive an error message while trying to join your map. You don't really want that, right?

2.3
There are many ways to texture the map but one nice way is to texture by elevation. Lowest level being ground, raising to grass and on top rocky area. Or maybe grass being as the ground texture and rough edges being as rocky texture. Up to you.

2.4
Remember still the fog and floor connection? Now is time to make them match with your new map.
Open up Window World Editor Inspector Sky Fog FogVolume3 you will be changing the last number, value 20. Keep applying it higher so long until you find when the fog appears in the middle of terrain. Then go closer to the terrain and start lowering the fog until you can't see any fog disappearing when you lower the value by one. I usually after that lower the fog by one more just to make sure that when driving to that spot you won't suddenly die or if the flag bounces there it won't re-spawn. You should later in TTanks stay on that spot some seconds to see if you will die or not. Put that fog level value in your mind.

Go into Mission Area Dynamic Fields Change the floor to the same as the fog level was. Apply to save the change.

2.5
When you are saving your terrain. You should give the terrain file an unique name. Such as using few first letters of your player nick and then adding number after the letters. Or naming the terrain by the name you will call the map. I prefer use the first way as it will be much easier to find all your maps and will help others to know whose map it is. Do not name the map as TTx_x way, please. (Where x stands for any number.)

3.1 - Object placing
After you have checked out your map in TTanks and you're happy with it. It is time to start placing the objects on the map. So open up Window World Editor Creator Static Shapes game data Shapes e.g. Green. I use TGE for placing all static objects. You could use also ModWizard but I find TGE gives you much more control how you want things to be. I start by placing trees pretty much always only on the grass texture. And placing rocks on the ground texture and few on grass texture. I like creating unique combinations from few rocks. I find that makes the map look much nicer. While placing these objects you should already plan little for your map in sense of TBM, TS or both. Will some of these objects work as cover shield from enemy fire? Can some of these objects to be used to bounce inside the goal? Also think where you want to create arrows, so don't place any objects straightly on the way of the arrow.

- Keep left mouse button pushed down and you can drag around the object from it's box.
- Keep Alt pushed down and you can rotate the object from XYZ axises.
- Don't use this one. Keep Ctrl + Alt pushed down and you can adjust the objects scale which makes the object bigger or smaller. You either grap the XYZ axises or from the sides of the box. The changes you adjust won't show up in TTanks. The object will still look normal, but there will be a large shadow if you made the object huge. That will work as an "invisible blocker". Only good to use in mods to restrict movement to certain areas or possibly creating invisible walls around a map so no one call leave the arena.

3.2
After the objects are placed it is time to import your map into TTanks. Copy the uniquely named .mis & .ter files from Torque into TTanks/game/data/missions -location. Rename the mission file into TT1_5.mis (If 5 doesn't work. Then whatever is next available number.)

Start TTanks From Create server menu you will find your map Run

3.3
Last job is to place all the functional objects into the map. Start by placing spawnpoints which will also act as goals in scrum. Now you


__________________

 

 

 

 

 

Keep on Tankin!

Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.

Tweet this page Post to Digg Post to Del.icio.us


Create your own FREE Forum
Report Abuse
Powered by ActiveBoard