Hello, I was wondering about how maps will be added into the game. I am thinking this as i have started playing around with torque 3d's map editor and was wondering how you would get a map out of that and into game when the time does finally come around. Thanks
It may be a physics simulator but i imagine many will treat it like a game, just like rigs of rods. So i really don't think it matters as to what you call it. Also Beam ng could be classified as a game based on a a physics simulation anyway so in my opinion correcting people on this isn't really contributing to the thread especially when you are correcting them on something which can be argued multiple ways. But thanks for the response regardless
Nobody's sure. (Except the Devs, of course ) But I'm guessing it might be like RoR, put all the map files in a .zip & in the correct game folder & the game will load it. But someone from the Staff will have to tell you in what format to save the map file in. BeamNG might get a tool to edit/make new terrains in-game, kind of around the concept of RoR's Terrain Editor vehicle probably.
Well because beam ng is now in the torque engine if you press f11 it will open the map editor. So i have been playing around and getting to grips with the torque 3d map editor. So i was wondering if it would be possible to take maps with the torque 3d map editor and put them in game. If so it means that we can start making terrains already so that when beam ng does come out there will already be maps to try, after you have tested the map in game of course to make sure it does work. But it also depends on if they are doing their own map handling system or if they are using something that is part of torque 3d. Either way i don't know how to do it since i have never used this engine before. But if you use the in-built map editor making maps will become so much easier than in rigs of rods because the torque map editor seems to be quite competent.