Started my second map. I have some general ideals, my main purpose is to continue my education of torque and now would like to start using blender. It may be beyond me at this point but I would like to lay a train track and have if nothing else a train sitting there with sound effects and smoke. Ill have to see how it goes. Here are a few pics on my very first ideas, however, it could change quite a bit. These are like concept draft pictures of ideas I am trying out. Some of the rocky sand came out a bit yellower than expected, so I will be toning that down a bit. I really enjoy the art aspect of making a level, and I want to make a map that is different than what is currently out there.
looks cool! only thing is that in my opinion the ground textures look like that poisoness goo from half life 2 Sent from my iPhone using Tapatalk
I agree, the yellow is horrible. I did at least figure out how to get it to look riight, so the yellow is gone. I am still trying to understand importing a texture and have it look really good. Fundaror did a pretty good tutorial for terrains and mentionis what I want to know but does not go into detail, things like: Properties of the Terrain Material Editor Diffuse - light reflection Macro - improve graphics Detail - Detail Normal - surface's orientation toward a light source for flat shading paralax Scale (something to do with view from line of sight) , size, strength, distance I would like to understand how the layering works and examples of the various settings and combinations. I see files being used that end in d, or n, or start with overlay, etc. How are they different and what are best practices? I have the torque docs somewhere and I need to check in there. Another thing I noticed is on my first map painting with the brush set to 1, the brush size was a lot smaller than in this map, and allowed me greater detail use of the brush. I looked into the terrain object but have not been able to figure that one out yet. Its like the brush size is the same in both maps but the world has gotten smaller, making the brush size bigger. ....something like that. I am working on getting my train track foundation built, and then I will lay the track (if I can figure it out with the internets help), and then post another pic.
Welcome to the senior rank LOok at your member rank lol btw this map looks awesome Deos it haave exploshuns leke gta jk Good job dude
Im not at my game computer now so I will have to check tonight. Actually, I think I started with my first map and then just blew everything away. Untill I check for actual size the best I can say is its small. Its an island with an ocean plane (or is it block) . Is the map size itself related to how big the brush will be when applying terrain material? Will making the map bigger give me greater percision with the brush? If so can I make the map bigger, finish my map and then shrink it?
OK, I believe Chernobyl maybe correct that my brush size issue is due to the size of the map. There is a setting (cannot remember which one) in the terrain object that has to do with size (and I believe resolution). I upped it and the map gets bigger but it displaced my models and so forth, and I do not want a big map. I believe if I used a Heightmap and L3DT (which I will try on my 3rd map), there are proper ways to resize the map. I actually did not even try my brush after resizing the level as it would be too much work and not what I want at this time. I just reverted back to my original size. As far as brush size there is a file tools/settings.xml that has a max brush size setting (40) which I think you can change. However, not a minimum setting, just a brush setting which is set to 1. I tried .5 and it did not do a thing. (maybe I should have tried 0.5). Anyway in the world editor brush settings I did move the slope to 0 and upped the pressure ( I think) and I did have more control. It would just be nice to have a smaller brush.