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Well, my first mod(circle of power) was a flop. I guess stock mods don't really grab people's attention. So now I want to go all out and make new objects. I would like to make an alien base, but have the whole thing indoors. Does anyone have an idea of how I would go about doing this? Any help would be appreciated.

Wednesday, May 31, 2006 at 4:40:48 PM

Try Blender to make the 3D objects. You will need an exporter to save the objects as.dts to use in TT.

The only way you could make it indoors is make one big hollow box, and place the bottom below the ground. That way it would look like you are indoors, even though you are not.

Wednesday, May 31, 2006 at 6:52:21 PM

Or use Milkskake to make objects its easier than Blender although not as advanced and has a built in dts exporter. Remember though that In tt you cannot drive on dts objects so dont waste you time making a bridge or anything like it as you wont be able to cross it.

 

 

 

 

Thursday, June 01, 2006 at 1:55:18 AM

DJ has this 3D website can't rem what its called I think its on modding resorces.

my blaster will destroy u!

Thursday, June 01, 2006 at 2:18:32 AM

Thanks for the advice. I decided to go with milkshape. Blender just looks a little too complicated for me. The shapes are coming along fine but the textures are killing me. Apparently I have no artistic ability whatsoever. I've considered using images from other games, but I'm hoping I can somehow do them myself.

Anyway, I've made 10X10 squares for the walls which works out great for placing them in rows. I even used graphing paper to draw the map and get the position coordinates from there. The squares can be skinned very easily, so I'm considering posting a small tutorial on this whole process once I've finished the mod. I'd love to see something I made show up in someone elses mod. If anyone is interested in this let me know.

Friday, June 02, 2006 at 4:53:51 PM

I almost forgot...Here's a screenie of the blocks in TT.


Friday, June 02, 2006 at 5:05:24 PM

Looks good, very nice model.

Just a question - Is it all one object or have you placed the walls etc piece by piece? And what about collision, do all the walls have collision meshes or can you drive through them?

Daz

**Edit***

If you are using Milkshake you cant do better that the tutorials on this website

 

 

 

 

Last edited: Saturday, June 03, 2006 at 4:36:49 AM

Saturday, June 03, 2006 at 4:35:28 AM

Thanks Dazzle.

The walls are actually individual cubes and they do have collision meshes. As far as the tutorial goes, I was reffering to the process I used for placing them in the world. I started out trying to use mod wizzard, but it was almost impossible to to get each cube in the correct position. What I did was resized the cubes so their x ad y coordinates would be exactly 10X10 in TT, then I numbered a grid on graphing paper and made a map of my building there. If I place a block at position "0 0 100", then to place a block right next to it I would make it's position "10 0 100" or " 0 10 100". It sounds like a lot of trouble but it's a lot easier to make and edit your map. When I get a chance I'll scan my graph so you can see what I'm talking about.

 

Saturday, June 03, 2006 at 9:32:30 AM

What you are doing sounds really good and definately unusual, which I am definately in favour of, I really like different and inventive maps, indeed my mods don't exactly conform to normal TT maps. XD However the way you are placing the objects is going to take you ages, why dont you just place them using TGE? It will be a lot quicker and probably a more accurate, and for sure easier to edit.

A bit of advice with the amount of objects - I posted this comment in the TBML 6.0 thread a couple of days ago.

 

Just something else you may find of interest, I was reading through the torque documentation a week or so ago and it would seem that althought the engine has to draw objects, it is not only the visable object that draws engine power, its also the collision mesh that surrounds the object that also puts a strain on the engine. For example I made little test map and put 100 objects on it that had collision meshes and then did the same object on the same map but without collision meshes and the difference was very clear both in terms of fps and performance. From doing this test I rebuilt all the objects on the 4 rollerball maps I am currently working on and I tell you the performance of all 4 maps shot through the roof!! On average I reduced the number of objects, and by default the number of collision, meshes on each map by 70% - Am I glad I found this out - you bet ya!!!

 

What I would suggest is rather than having loads of blocks with meshes, make the blocks together and reduce the number of actual individual objects with meshes. For example if you have 4 blocks in a stright line why have four when you can have one?, that way you have just reduced the amount of collision meshes by 3/4. If you can do that 10 times over your mod you have just saves 30 objects!!! With associated collision meshes. Get my drift? Just thought I would let you know this as it cost me 50+ hours work on RollerBall, Here is a little pic so you can see what I mean. The outer wall of this arena is made using only 8 objects.

If I can help you out give me a call on yahoo IM or skype I think you are in the UK like me so no chatting at stuipd o'clock if you know what I mean.

My contact details are in my profile, just click on my name.

Daz

Oh and would like to see your circle of power mod sometime as I never got a chance to play it :[

 

 

 

 

 

Saturday, June 03, 2006 at 11:41:04 AM

Thanks for all of the help Dazzle. I didn't even know you could use TGE to place objects in your maps. I guess I need to read up on the modding resource. The number of objects doesn't seem to be affecting my frame rates yet. I have about a hundred cubes in the map and I'm getting the same FPS as I do in the regular maps. I'm guessing this is because my cube is only twelve polys. After seeing you're screenshot though, I'm considering just scrapping the whole mod. RollerBall looks pretty amazing, and there's no sense in doing something that's already been done before. I'm trying to come up with something original that no one else is doing. Do you know if anyone is working on new shapes such as CTF goals or tanks? I'd hate to spend the next week working on something that's already been done better.

Sunday, June 04, 2006 at 8:33:17 PM

This all looks great. I like the first indoor idea better. Nice DOOM-LIKE hallway. Scares the hell out of people. LOL.

"If God can be for us, who can be against us?"
-Paul 8:32

Monday, June 05, 2006 at 7:08:49 AM

Noooooooooooooooo

Dont scrap it, it looks awesome and no one has made a map like that before!!!! As ^ says very doom like. Dont get put off by RollerBall as its a complete new gametype and not for playing battlemode or scrum (scripting by Canned Splam - Da Man!!). That is one of 4 maps I have made for RollerBall and the only one that is inside under a huge dome, all the others are outside maps. So your mod is nothing like mine, please dont bin it all these new ideas take time to create, develop and test believe me its worth it in the end. RollerBall has taken nearly 6 months so far and is still not quite finished as I always find something else that needs doing especially after every time we test and we wont release it until its entirely finished.

TGE is a must if you are modding this game, either for creating terrain or placing objects. Get TGE installed on your machine details are in the modding resource follow Triv's guide as it explains everything as is should be done. Also download and read the TGE user guide, only takes an hour and is an invaluable document, you can get it in the downloads section of MY WEBSITE

The hundred or so objects in your mod maybe ok with just you in the game even with a low poly count, but could slow down when a few players join the server and also play, you will have to see how it goes, but in my experience its better to get the objects right during the creation stage than at a later date. If you want me to help you test it out get in touch - Yahoo IM or Skype I will only be to glad and would hate it if you dropped this project due to getting stuck on a few minor things. And would gladly help you out as you seem to have some great new ideas.

Daz

 

 

 

 

 

Last edited: Monday, June 05, 2006 at 12:13:23 PM

Monday, June 05, 2006 at 8:35:53 AM

I want to know when this new "Indoor" mod is coming out, and where to Pre-Download! GOOD LUCK ON YOUR MOD! : )

My Web Site- GameForums.com On Sunday, August 34 2006 become a member of my forums with many game topics!
-Gort

Saturday, June 10, 2006 at 1:35:50 PM

Lolz

My Web Site- GameForums.com On Sunday, August 34 2006 become a member of my forums with many game topics!
-Gort

Saturday, June 10, 2006 at 1:36:16 PM

Roller Ball? What does an "Indoor Mod" hav 2 do with Roller Ball? Although it iz K.E.W.L.! :)

My Web Site- GameForums.com On Sunday, August 34 2006 become a member of my forums with many game topics!
-Gort

Saturday, June 10, 2006 at 2:30:34 PM

:) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) B) lol

My Web Site- GameForums.com On Sunday, August 34 2006 become a member of my forums with many game topics!
-Gort

Saturday, June 10, 2006 at 2:43:29 PM

Spammer.... STOP SPAMMIN'! Btw: good luck with the new mod, tanker. Hope its a blast from the past into the future (hehe...?).

 

 

Who says I can't be 12 and faster than all of you?

 

 

Saturday, June 10, 2006 at 3:39:21 PM

The indoor mod looks great.

What about a TT Tactical BM type game? Kinda like a Counter Strike (dude guy dude) rip-off, but with tanks. I always thought that would be fun.

Saturday, June 10, 2006 at 5:10:20 PM

Wait this is a 5 day bump, but I must know where to predownload!!

Friday, June 16, 2006 at 9:02:13 AM

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