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GusM

*A:M User*
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Posts posted by GusM

  1. Sad news... this would be a pity. TSM2 for Maya is being updated fos OsX.

     

    I own and use TSM for AM - Mac since long before the first Maya version was released. Are they droping the AM Mac support? What is suposed we should do the AM TSM Mac users?

  2. I am trying to colaborate in the TWO game project beginning by modelling, texture and animate the characters. I have allready talked with Greg Schumsky and Paul Forwood and even got the Torque exporter. Now I would need to get the character´s proxy models for use them as a starting point to build the game ones. Should I get acces to the svn repository? And if so, how can I get it?

     

    Thank you in advance,

  3. I have just upgraded my hardware and software, so I am finally ready for working in the project.

    Is there still any copy left of the Dts exporter for me?

    Also, where can I get the base materials for the project? Sketches, and so on.

     

    I would like to begin working in characters, as this is my speciality, but I can also model and texture any Props we would need. Only I cannot work right now is in buildings, as I am a Mac guy... I am also waitting for GG Constructor ;)

  4. Yes, testing is the only way here.

     

    The easiest way for getting character models inside TGE is as Duke did (nice work): Save the model with the name Player, including a .cs file, naming the texture the same, puting in the Cam and Eye nodes and saving some basic animations to DSQ (Run and Root will be enought). Then, replace the Player folder inside example - data - shapes. When youu start the engine, it will take your new model as the Player.

  5. Nice work on the Tin Man model, congrats. Paul. I have some comments:

     

    Stock TGE does include the ability to have reflected textures, as far as the material in the model includes some reflectivity flag. You need, of course, to use a separated reflection map.

     

    Looking at the current state of the TinMan model, I would say it has too many bones. TSM uses two bones for every natural bone at the legs and at the arms, and half them have no effect for this model. The same for the face, the less bones we use the better the model will run on game. Maybe we don´t need a so complex rig as TSM, and we could do better with a simpler one.

     

    I would also try to get all shapes closed, as open ones can cause troubles for collision detection and light/shadows inside the game engine. And back faces of open surfaces will allways be transparent.

     

    I can see also some shading problems in some parts, due to the lack of control of final triangled topology. May be better to work with triangled patches inside AM before exporting, so we can controll those modelling issues, not letting to the exporter this detailed task.

  6. Yes, you should go for difs for the columns, if you can model them with a map editor. Shapes for difs are restricted to convex "brushes", and many times it is very dfficult to build complex shapes with them. If you just cannot build it, then go for Dts. But you will need to build them some collision meshes, and try to gewt down the polycount. For static shapes like those, the recomended polycount should be arround 400 tris, maybe even 500 or 600, but no more. Half those numbers for quad patches inside AM. The collision meshes should not be much more than 20/30 tris.

     

    It is also recomended to use closed shapes for everything, because open ones can cause troubles for collision calculations, and maybe also for lights and shadows.

     

    The dts issues you are having sounds as exporter failures to me. I cannot try the exporter right now, because I am still with Panther and I don´t want to upgrade to Tiger untill my current job is finished. But try deleting all the old dts (and maybe config files) before exporting a new copy, so you build it up from fresh.

  7. Buildings are usually dif models in Torque, as well as bridges, roads and every shape you want the players walking over. The reason being dif produces much better collision detection: much more acurate than dts and at the same time much less power consuming. Another beneffit of using dif models is that their lights and shadows are only calculated once at the beginning and then they are stored, so no calculation is needed at the playtime. And they can use portals too. And detail textures.

     

    Dts shapes are used for any shapes you will not interactuate with too much, including architectural details (chapitels, statues, complex windows or columns...) and everything the players will never be able to touch (as high towers, or distant buildings). And, of course for characters and any interactive element, like weapons or vehicles. Trees and rocks are usually dts models too.

  8. I have been more bussy than usual last weeks, but as I told before I want to help on the characters modelling-animating-exporting part. I have both TGE and the show tool pro, and some experience with them, so I would only need a copy of the exporter.

     

    Oh, wait, do we need AM 13 or it is good enought with AM 12? Maybe I would need to upgrade first. I haven´t yet because I have been working mainly with 2D last months...

     

    Gustavo Muñoz

  9. TGE does not use normal maps. Nor pixel shaders. We must use only UV-maped textures. But maybe we can use the same textures of the film models, asuming they are UV-mapped inside a unique UV space.

     

    We will count with the usual OpenGL smoothing inside the game engine. I think we must work with just 4sided patches, remembering that then they will be splited in two triangles, and as far as the exporter can manage both smooth and picked CPs, we will be able also to use straight lines and flat polygons.

     

    We need first the exporter finished, in order to know which TGE capabilities we will be able to use. And we also need somebody with game programing knowledge to start taking a deeper look to the current stock TGE version, and also to the many resources allready available to expand TGE posibilities.

     

    Another thing we all could do is to download some of the game demos at the GG site and "take a feel" of the engine. I think it is allways better to know by first hand what are we talking about, before beginning the hard work.

  10. I will help as much as I can with Torque functionality, but I am not a programer. I am an artist (modeller, riger, texturer and animator) but I do have some experience with TGE from the artists point of view. Here you can see some of my models inside TGE:

     

    http://www.garagegames.com/mg/forums/resul...ad.php?qt=36546

     

    And here some more:

     

    http://www.garagegames.com/blogs/38464/9389

     

    They were not made with AM, but they could ;)

     

    I also think our models must be modelled again for the game, using the film ones as inspiration but with the game needs in mind. As an example, Torque standarized models for a FPS can use up to 2400/2800 triangles for the highest level of detail, with other lower 4 or 5 LODs. 600-700 are a good number for RPG models. About 400 for detailed accesories. But of course all this depends on the concrete game requirements...

  11. Torque does include a little aplication for testing models. It can be started in show mode for this. I don´t remember exactly if it comes with the Torque demo, but I guess yes. Download the TGE demo and once installed look for a "lunch using show mod. command" (this is how it is called in my Mac version) inside the example folder.

     

    Ops... you can look for the exporter beta at the Game Development forums.

  12. Torque uses Open GL shading, so it will show smoothness if your object has enought polygons, even if the siluete remains polygonal. Just like any other real-time engine. Just take a look at the examples of the great Obsidian´s DTS exporter and you will see a smooth ball (with LODs).

     

    A good enviroment builder (Terrains, skies, light, fog, water...) is included in stock TGE. You need to use a map modeller (Quark, Cartography Pro) for interiors (buildings), and another modeller with DTS exporting for any other model (A:M).

  13. Take a look also to the Lighting Kit (TLK), a very usefull adition for any Torque developer. It is amazing the quality ans easy of use of TLK, I think it is another must have piece...

     

    Regards,

    Gustavo

  14. I stand a bit corrected. Torque supports MMO's.

     

    Who knew?

     

    Torque does also support multiplayer. I think current limits are about 100 users per server, but look for more info on GG forums because I remember it is posible to raise this.

     

    Take a look at this project:

     

    http://www.dreamrpgonline.com/

     

    I think it should be a very usefull base for TWO programers...

  15. I own a license of Torque and have some experience in the artistic side of it. I think it is a great choice for the TWO game, and I will help as much as I can.

     

    The dif format is only for importing maps inside Torque. Quark works with map format, but you can use map2dif for exporting quark interiors to Torque. It is not a good idea to use AM for interiors (buildings), as the brushes used for maps need to be very carefully designed for avoiding concavity and a lot of other requirements that a modeler like AM cannot easily offer.

     

    Artists don´t need to own a license for building content for Torque, just a good exporter utility. But there is a very usefull tool at GarageGames for us: the Torque showTool Pro, a standalone program for visualize and study DTS models including animations, textures and everything you need. You try your work with TST Pro and once you got all working right you know it will work fine inside Torque.

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