Torque engine series Scenario Editor

Source: Internet
Author: User

1. Introduction to task Editor
The TGE task editor is mainly used to create scenarios, terrain, and set paths in the game. It mainly includes the following sub-Editors:

World Editor, terrain editor, and terrain terraform Editor

Editor), terrain texture editor, and mission area editor ).
Ii. Usage of World Editor
The world editor is similar to the GUI editor. It consists of three parts:
World Editor tree: the tree structure shows the hierarchy of the task file and all task objects.
World Editor INSPECTOR: used to display the attributes of the selected task object.
World Editor Creator: used to create new task objects, which is equivalent to various controls in the GUI editor.
Types of objects that can be created by the Scenario Editor:
Interiors (large construction objects): for example, bridges, water towers, houses, etc. The general model is in dif format.
Shapebase objects: such as item, staticshape, player, pathcamera, waypointmaker,

Spawnspheremarker.
Mission objects: such as Sun, sky, lighting, water, terrain, audioemitter, participant emitter, path

And pathmaker.
In the scenario editor, you can dynamically change the object size and position. When you click the world edit button, you will find yourself floating in

A large board. This is the default scenario of the world editor. On the Right of the world editor screen, you can see some plug-in windows.

You can select the world editor option in the window menu to turn them off, or use the shortcut key F2.
Before editing the terrain, we should first familiarize ourselves with the four-week movement of torque. By default, your field of view is a free camera,

When you select the toggle camera shortcut key in the "camera" menu to Alt + C, you will become the player's vision. When you

When you press and hold the right-click button, you can view the surrounding area, while W, A, S, and D keys allow you to move around on the ground. This move may make you feel

How do you move when you are playing a game. Walk around and check that a cool method is a third party.

Visual mode, you can right-click and press the tab key to enter.
Now, go back to the wide camera view mode and choose "Drop camera at player" to remove the camera from the player's vision.

Item (shortcut: Alt + q ). Now you are floating on the ground again. In this field of view, right-click the mouse and move it around

The W, A, S, and D keys are still moving around, but they are moving away from gravity. You can add 1 to 7 by pressing shift (refer

Camera menu) to change the camera's movement speed. Try to move to the above to see the surface. when you lose, you can press "toggle

Camera "returns to the player's visual mode. Note: The gray-white square floating in the sky is the birth point of the player.
3. Use terrain Editor
You can use the terrain editor and the mouse-operated paint brush to manually modify the Terrain Height map and positive attributes to move the camera

Go to the vicinity of the player's birth and select the "terrain Editor" option in the "window" menu. Now when you move the mouse in the screen

You will find a group of colored small square around it. The small square is the area of the terrain you can adjust. Players

Click somewhere in the mode, and drag the mouse up or down to see a small Earth pier shape. Pretty! When you choose the "Action" menu, you can

We can see that the action you are doing is "Adjust height ".
The default brush is a little bigger for us, so press Ctrl + Z to undo our hill, select the "brush" menu, and click

"Size 5 × 5" option. As you can see, this affects the number of red-green squares that follow the mouse. Red indicates that this region is affected by your

Action has a greater impact, while green indicates that this region is less affected by your action. Now, you can use your mobile and terrain editor to create

A circular mountain surrounds you. When you do this, you can try a variety of brushes at will.
When you are satisfied with your edited Hill, select the "relight scene" option in the "edit" menu to update the light. Note that when

When your scenario is re-loaded, the relight will be automatically executed, but when you change the terrain in the editor and want not to re-load the scenario

When you see the changed effect, you need to manually update the light. Select "toggle camera" in the "camera" menu and

The player's vision is everywhere.
Note: This may happen when you edit the terrain. After the player's foot changes its surface, the player will fall into the surface. Regardless

Have you ever encountered this problem? In this case, press "camera"'s "toggle camera" option to return to Camera mode and move the camera

Go to the top of the earth surface and select the drop player at camera option (shortcut: Alt + W) for "camera". You can see

Back to the player's field of view, where your camera falls.
Before proceeding, select "Save mission as…" in the "file" menu ..." Select "cameone/data/misions"

Directory, and save your work as "gameonemission. Mis ".
4. Terrain coloring
Now we are ready to go to the terrain coloring section. Go back to the camera and choose

The "terrain texture painter" option in the "window" menu, the first thing we want to do now is to extract our scenario from

The surface of the board is replaced with a surface closer to nature. Press the "change" button under the chess plate window in the texture window on the right of the screen.

Select the sand.jpg texture in the gameone/data/terrainsdirectory and load it. Is it cool?
Now let's draw some green lawns. Click "Add…" under the sand texture ..." Button. Note that in terrain texture

Painter textures must be added in order. Select Upload patchy.jpg and click load. Click the "Action" menu and you can send

Your current action is automatically set to "paint material ". Now, when you click the surface, your brush area has been

It is painted into a patchy.jpg "texture. We chose a smaller brush to plot our mountain table. You can see that the green grass area is

Mixed with the approaching sand.
5. Place items
Our game has begun to gather more things. Let's continue adding items to the game world. Add and add in the gaming world

When moving an item, it is easier to use the camera for visual operations. If you are still playing the player's vision, press ALT and add the C key. Select

The "World Editor creator" option in the "window" menu and check the window on the right. The above window and "World Editor"

In the same "inspector" mode, the existing objects in your scenario are displayed in a tree structure, while in the "creator window" shown below

Output a column of things that can be placed in your scenario. You can see in the "world" menu that the default item placement mode is "drop ".

Screen center ", so adjust your vision so that the center of the screen is right where you want to put items.
Now we have selected the items to be placed. In the lower-right window, click the plus sign on the left to expand the shapes table and expand items. Here again,

You can see torquelogoitem. Click the object to create a new logo item in the center of the screen. After the logo appears

, There is a yellow box surrounded by it, which means it is selected. The number below it is its ID, and (null) Is this thing

A placeholder for the product name. There are three blue lines on the X, Y, and Z axes. They can be held down and dragged. Try by item

Drag it and drag it by the coordinate axis.
Now select "World Editor inspector" in the "window" menu, and we will find a new method to adjust items in the scenario. In

In the tree-like window, you can find that the missiongroup table contains all objects in our task. If it has not been expanded

Click the plus sign on the left to view the items that make up the scene, such as the sun and the sky. The

The "staticshape" item is the logo item we just created. Click it. The window in the lower right corner shows all the logo items.

Attribute. Note: If you have selected this "staticshape" before you open the Inspector window, click this

Click staticshape to view all the attributes of other items in the tree. Change scale from "1 1" to "1"

1 10 "and click" Apply. Is it cool? Okay, but this may not be our purpose ......, Press Ctrl + Z to remove

Pin this operation. Some other useful operations, such as naming this item, are saved in the text input box next to the "Apply" button.

Enter "logo" and press "Apply" for the name of the saved item ". In this tutorial, we will make a small game to collect logos.

To continue placing 5 to 10 logos in the scene.
The small items you just placed like logos are called "shapes" in torque and are based on. DTS files. Another one in torque

The main object type is "Interior" based on the. dif file. The rule is that when an item is large enough to walk in and out

Interior is used. Let's place one. Expand the world editor creator window in sequence

Interiors> gameone> DATA> interiors table. Just like logos, click "box" and our interior will appear on the screen.

Central. Interior is like a surface shape. You must relight the scene to see their updated texture ing. A dialog box is displayed.

Show you how to do this. Simply select "relight scene" and you will see the shape of the box. Note that when you find yourself stuck in this

Interior, You can toggle camera out.
After creating the interior box and illuminating it, you need to move its Z axis so that its bottom is on the ground. If your box is on the hill

First, move it to a flat place. After you adjust it, switch to the player's vision and make sure you can go in. Door on one side

Below, so you may want to walk around the box to find the door you can enter. Finally, some logos are included in the buliding. You may

You need to manually drag the building. Save your work and we will continue.
Vi. Organizational objects
Now let's talk about the organizational unit. Select the "World Editor creator" option in the "window" menu and expand

Missiongroup. In the list, you can see the logos and architecture you just placed. You may think like this, in a completely

In the game, this list will become very large, making it difficult to manage. Torque allows you to use "simgroups" (a directory-like

To organize your items.
Create a simgroup and expand the "System" directory of the "mission objects" directory in the Creator window.

You can see simgroup and click it. Now you can see a dialog box asking you to enter the name of the new simgroup. Enter "Logos"

And click OK. Now in the above tree structure, drag all your logo objects to the logos directory (simgroup. In sorting

In the process, a good way is to make all the items named, and some descriptions are always the best.

Name and create a simgroup named "building" for it.

 

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.