Author Topic: A good biome map?  (Read 1417 times)

Hello. I was wondering if someone could make a Biome map with swamps, mountains, caves, hills, etc. Because I was making a medieval build and wanted to put buildings that go with that biome. And if you do make it, please make it alligned with the brick grid. I don't want to make a castle having to face in an awkward position. Thanks! If you don't know what I mean by brick grid, I mean so if you build a house or anything its not facing diagonally.

That would make for a looooooong download.

inb4buildit

would be cool but i don't know how well multiple waters or whatever would work (because you'd need a different texture for each area)
also caves aren't possible because torque terrain is ass

would be cool but i don't know how well multiple waters or whatever would work (because you'd need a different texture for each area)
also caves aren't possible because torque terrain is ass
interior caves.
Hard as hell, but it would be worth it.

This has been suggested before. It won't work because you can't have more than one grass.jpg or sand.jpg, but you can bypass this by naming the textures grass00.jpg and on I believe. Still, no one has made this for a reason: limited texture count. You can only have what, eight?, ground textures per map. This really limits what kind of biomes you can make.

I've been working on a map with a pre-built medieval kingdom for a little while and it will include forests, desert, etc. so I'll probably include a blank version of the map in the file. This way you can build the empire yourself if desired.

please make it alligned with the brick grid.

You can't align terrain to the brick grid ...

would be cool but i don't know how well multiple waters or whatever would work (because you'd need a different texture for each area)
also caves aren't possible because torque terrain is ass

For multiple waters you just place multiple waterBlocks and reference individual water textures in the .mis, though it might get complicated if you didn't give names to each waterBlock.

interior caves.
Hard as hell, but it would be worth it.

Only if it's a super big cave system. To create a cave entrance and make it blend in with terrain would be pretty hard, though a bit of experimentation could pull it off.

You certainly are correct about the first part though. :D



I've been working on a map with a pre-built medieval kingdom for a little while and it will include forests, desert, etc. so I'll probably include a blank version of the map in the file. This way you can build the empire yourself if desired.
 

 
Ok.

This has been suggested before. It won't work because you can't have more than one grass.jpg or sand.jpg, but you can bypass this by naming the textures grass00.jpg and on I believe. Still, no one has made this for a reason: limited texture count. You can only have what, eight?, ground textures per map. This really limits what kind of biomes you can make.

I've been working on a map with a pre-built medieval kingdom for a little while and it will include forests, desert, etc. so I'll probably include a blank version of the map in the file. This way you can build the empire yourself if desired.

You can't align terrain to the brick grid ...

For multiple waters you just place multiple waterBlocks and reference individual water textures in the .mis, though it might get complicated if you didn't give names to each waterBlock.

Only if it's a super big cave system. To create a cave entrance and make it blend in with terrain would be pretty hard, though a bit of experimentation could pull it off.

You certainly are correct about the first part though. :D
To be honest, I can actually do the caves, but it would take me forever.
IT's basically what Valve did in HL2.

Another option is working with blender and importing it into torque.
It would require multiple collision meshes and multiple cave parts, but it would work quite nice.

To be honest, I can actually do the caves, but it would take me forever.
IT's basically what Valve did in HL2.

Another option is working with blender and importing it into torque.
It would require multiple collision meshes and multiple cave parts, but it would work quite nice.

What about what VALVe did in Portal 2? Half of the game is underground, that must've a f*cking year to make half the game...

Mega, you can only have six ground textures, and texture names do not mater. Not sure what you're talking about with the grass.

This is easily possible, the only problem would be not being able to make multiple waterblocks.

I could whip this up in a matter of five minutes with an interior cave too.

All I need is someone to find me a willow tree with a collision mesh and a proper skybox (swamp skybox) and I'll make it.

I could whip this up in a matter of five minutes with an interior cave too.

All I need is someone to find me a willow tree with a collision mesh and a proper skybox (swamp skybox) and I'll make it.

I have lots of trees, look on Garage Games forums.

I have lots of trees, look on Garage Games forums.

Do you have a tree with a collision mesh? I have some sort of OCD about walking through trees.

Do you have a tree with a collision mesh? I have some sort of OCD about walking through trees.

They all do, look on Garage Games forums.

Mega, you can only have six ground textures, and texture names do not mater. Not sure what you're talking about with the grass.

Texture names do matter. You can't name a ground texture something like "bocks.jpg" and have it work. This is why I made Blood Gulch and Fort War Island private.

And you used the technique I mentioned on Paradise Island by naming the rock textures "rock00" "rock01" and "rock02."

Texture names do matter. You can't name a ground texture something like "bocks.jpg" and have it work. This is why I made Blood Gulch and Fort War Island private.

And you used the technique I mentioned on Paradise Island by naming the rock textures "rock00" "rock01" and "rock02."

I named them that just for convenience, but I've used textures named "lol.jpeg" and crap like that too, it doesn't seem to matter at all.