Friday, November 16, 2007

Some news

Ok, finally I restart to write in my TORQUE blog... Luckily I  took in contact with a "TORQUE friend" and we start some month ago working on a project toghether... Unluckily the project cannot advance ver fast but we are working on it in the freetime... next time some screenshot... Ops to late, one is already a preliminary one...


Friday, May 18, 2007

Wait wait wait

Ok, I have no news to post since I'm very busy with examinations at school... after end of june surely I'll have much more time...
By the way, Constructor 1.0.1 went out a couple of days ago with a tons of changes.. but we still need something more.
And of course the fix for new bugs in this release...

Also i wanna post some YouTube video about exporting to Torque from 3DSMax:

http://www.youtube.com/watch?v=JSCsTC0SNEA
http://www.youtube.com/watch?v=GXAdRMSLZoQ
http://www.youtube.com/watch?v=fBzMqAEGbE8
http://www.youtube.com/watch?v=ouKS0xybCIk

Tuesday, April 17, 2007

Trees in TGEA, How to?

Ok I've spent a couple of hours searching on GG forums to find how to have trees' shapes working (I mean with their transparencies..) in TGEA...

I have to say that the method is really simple, what was difficult is find the info...

All you need is to create a material definition with the traslucent=true parameter for the textures that have transparencies...
Here my material definition to port the Oak shapes from the TGE 1.5 Examples into TGEA...

new Material(oak_bark)
{
baseTex[0] = "~/data/shapes/trees/oak_bark";
};
new Material(oak_branch)
{
baseTex[0] = "~/data/shapes/trees/oak_branch";
translucent = true;
};

I found out there is some issue with the transparencies when the HighDynamicRange lights(Dynamic are ok, only Highdynamic cause the problem...) are setted on in the graphic options that result in having transparencies in some part of the textures that must not have transp.

I'll check, anyway for the moment I'm happy to have it work.

Tuesday, April 3, 2007

BLADE 3D engine

Found this engine and I want to take a look at it maybe you too :) (even if I don't know when I'll find time to do it...)
It works with XNA, you have to register in order to download the beta for free...

Constructor finally available! :)

GarageGames is pleased to announce that Torque Constructor will be available for download on April 9, 2007 for Windows and Mac. Torque Constructor is a Constructive Solid Geometry (CSG) WYSIWYG brush editor that supports export of buildings and structures to numerous industry-standard CSG model (.map) formats, or seamlessly exports directly into Torque Game Engine (TGE) or Torque Game Engine Advanced (TGEA)... read more on GarageGames site

Lighting problem with rebuilt - solved

Ok, about the previous post, last friday I got all working (unfortunately I cannot post till today since I was away), it looks that the problem (shame on me! LOL!) was that I used to recompile TGEA the DirectX SDK February 2007 instead of the reccomended October 2006.
I was thinking it needs October 2006 or later but it's not, it absolutely want Oct 2006 SDK, so if some of you is not aware of that now should be.

Thursday, March 29, 2007

Lighting problems with rebuilt of TGEA

It seems I have some problem with my first rebuilt of TGEA.
I've compiled this rebuilt to integrate support for the fxShapeReplicator as per this resource posted from James Laker (see his post of 28th March 2007) but look how my level now looks compared to images in previous post...





Also I had to completely turn off in >Option>Graphic the DynamicRangeLighting otherwise none of the level render and I can only seen a yellow screen...
I think the problem is not the fxShapeReplicator resource added, I suspect that this is a little bug in the Projects for VS2005 that came along with TGEA SDK, since I had read someone mentioning about the fact that the TGEA VC8 Project it's not properly seted up to use...
I've posted this to ask some advise :(

Wednesday, March 28, 2007

First attempts with TGEA




Some images about my first attempts with TGEA.






For the moment I've just ported the water of TerrainWaterDemo to my project and started editing my first level (mission)...



Blog opening...

Ok, this is my first post on this blog and so...
What is it about?
I start this blog to have a place for postings about my game development with the Torque Game Engine.
For sure naming it "game development", at least for the moment, is a bit too much, I've started to dev with Torque a bit ago (probably in 2002) but at that time I leaved it very soon and just some months ago I returned to it and started to "play" with TGEA (Torque Game Advanced)...
So, as said, I need a place to use for posting images about my works with Torque and to mantein [for what I'll be able <> ]a little diary of my dev journey...
That it's...
JoZ ;)