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Tài liệu 3D Game Programming All in One- P21 doc
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Tài liệu 3D Game Programming All in One- P21 doc

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Mô tả chi tiết

You will end up with a textured

bridge (see Figure 17.17) in your

3D view at the upper left.

11. For safety's sake, save your work,

by Choosing File, Save As File.

In the Save As Type combo box,

select Quake map file (*.map).

12. Choose Torque,

Export220map/Build High

Detail DIF.

This will export the map again,

overwriting what you just

saved (so you can see that you

could have gotten away with not doing the initial Save

As operation), and then compile the map to DIF format

and gather all of the used textures into the used textures

directory. Contrast this all-in-one operation with the

discrete steps we executed earlier when we did the

quick start with the default room. This is certainly more

convenient!

13. Copy the textures and the bridge.map file to C:\aEma￾gaCh6\control\data\structures.

There is already a bridge with that name in that directory

that is being used in the mission file. Go ahead and replace

that file, as well as the textures, if necessary.

14. Launch Emaga6 and when you spawn in, turn to your

right and run to the edge of the wadi. You should see your

bridge spanning the wadi ahead of you, as depicted in Fig￾ure 17.18.

Building Bridges 507

Figure 17.14 A new cube.

Figure 17.15 The

Texture item in the

Object pop-up menu.

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Building a House

The bridge was nice and certainly useful. But one must admit that it's fairly simple. Of

course, if you need a bridge you will probably make something more ornate.

In this section we will go a little bit farther and make something more complex: a house

with a door opening and a window and internal lighting.

1. Launch QuArK and open the Torque Map Editor. Delete the default room and save

the empty file as C:\QuArK 6.3\torque\tmpquark\maps\house.map.

2. Select the Cube brush and create a cube that measures 260 units in width by 360

units in length by 256 units in height. You can see the dimensions by hovering the

cursor over the cube and looking in the lower-left corner of the Map Editor window.

3. Create a smaller brush in front

of the first cube, as shown in

Figure 17.19. This will be used

to create the front stairs.

4. Select the new brush in the lower￾left window, and then right-click

to get the pop-up menu and

choose Stair. You will see your

brush change into a staircase, as

shown in Figure 17.20.

5. Select the large brush, right-click

to get the pop-up menu, and

choose Make Hollow. Your large

508 Chapter 17 ■ Making Structures

Figure 17.16 The Texture Browser.

Figure 17.17 The finished bridge.

Figure 17.18 The bridge in Emaga6.

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brush will now be a hollowed

room and will look like the one

in Figure 17.21.

6. Create another brush and place

it in the wall above the stairs, as

shown in Figure 17.22. This

brush will be used for an opera￾tion called a subtraction.

7. Ensure that the new brush is

selected, right-click it, and

choose Brush Subtraction. You

will see a bunch of new lines

appear in the wall in which the

brush is embedded.

8. Select the Subtraction brush and

press the Delete key to make it

go away. You will see a hole in

the wall now, as depicted in Fig￾ure 17.23. This is the doorway.

9. Using the texture assignment

technique you learned in the

earlier sections of this chapter,

set the house's texture to con￾crete and the stairs' texture to

256_BrickA.

Now you have to add a special

brush of a type known as an

entity. Entities are constructs

used when making maps that

give special instructions to the

map compiler about things it

needs to do or understand when

it goes about building the DIF

version of the map for use in

Torque.

You are going to create an entity

called a portal. Portals tell

Torque how to go about lighting

the interior of the object when

Building a House 509

Figure 17.19 The Stair brush.

Figure 17.20 The stairs.

Figure 17.21 The hollowed room.

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