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Plan for BobTheCBuilder (John Kabus)
Plan for BobTheCBuilder (John Kabus)
| Name: | John Kabus (BobTheCBuilder) | ![]() |
|---|---|---|
| Date Posted: | Nov 25, 2003 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for John Kabus (BobTheCBuilder) |
Blog post
Making progress on the lighting pack and random gibber...
Let me start by saying that it's freaking early. It's currently 6:30am and I've been at work for an hour and forty-five minutes now (if this plan sounds like it was written by a five year old on acid you know why).
I work for a company that develops radiology and medical transcription software; it's not game development, but it's still fulfilling. We have (rather had) a major production push this morning and so far things look good.
In other news the company I work for has agreed to my proposed compressed-time schedule (yay!!). That gives me four ten hour days here and three days for game development. I'm looking forward to normal sleep and more consistent work schedules. I have been trying to put in at least four hours when I get home at night which doesn't leave much time for eating and sleeping. Soon that's all going to change. Four days for work and three days for the game... can it get any easier???
I have to give the company a LOT of credit. Compressed time is not something we've ever done before and HR had to come up with the usual mountain of 'policies' and 'processes' (I'm almost certain that there are three 'p's but I can't remember the other one right now). To say the least it was a hassle for them, but they came through for me.
Now for game stuff:
Critical Mass is moving along at a slow but reassuringly steady pace. In the meantime I am working on company recognition and awareness. I'm starting by building a small lineup of code packs available as add-ons for Torque. I've been working on the first of these, the lighting pack, for a couple of weeks now and I have migrated most of my lighting code into the pack. Building this 'release able' version of the code has been a very positive experience; it's very easy to add all of those finishing touches that I might not get around to adding for myself. I can honestly say that the code in the pack is already a significant improvement over the original, especially from a modeling standpoint.
For anyone that's interested the follow-up code pack should be a terrain pack containing my blender, light map, and high res texture changes.
I have to say that the guys at GG have been very supportive of the whole code pack concept and I'm excited to be working with them on one. I think the community will really benefit from this, besides I'm looking forward to seeing some of my code in a completed game.
Well I hope I made some sense. Btw: I'm so tired it took me over an hour to write this (ya it's 7:30 and no I didn't get up, move, or fall asleep... mmm... sleep).
Oh the usual screen shot, this is the Realm Wars Orc in game with the new lighting model:
EDIT:
To clarify this shot shows static lighting that affects terrain, interiors, and dts objects. The comparison shot uses a dynamic fxLight, which is the only stock way to affect terrains, interiors, and dts object.

I work for a company that develops radiology and medical transcription software; it's not game development, but it's still fulfilling. We have (rather had) a major production push this morning and so far things look good.
In other news the company I work for has agreed to my proposed compressed-time schedule (yay!!). That gives me four ten hour days here and three days for game development. I'm looking forward to normal sleep and more consistent work schedules. I have been trying to put in at least four hours when I get home at night which doesn't leave much time for eating and sleeping. Soon that's all going to change. Four days for work and three days for the game... can it get any easier???
I have to give the company a LOT of credit. Compressed time is not something we've ever done before and HR had to come up with the usual mountain of 'policies' and 'processes' (I'm almost certain that there are three 'p's but I can't remember the other one right now). To say the least it was a hassle for them, but they came through for me.
Now for game stuff:
Critical Mass is moving along at a slow but reassuringly steady pace. In the meantime I am working on company recognition and awareness. I'm starting by building a small lineup of code packs available as add-ons for Torque. I've been working on the first of these, the lighting pack, for a couple of weeks now and I have migrated most of my lighting code into the pack. Building this 'release able' version of the code has been a very positive experience; it's very easy to add all of those finishing touches that I might not get around to adding for myself. I can honestly say that the code in the pack is already a significant improvement over the original, especially from a modeling standpoint.
For anyone that's interested the follow-up code pack should be a terrain pack containing my blender, light map, and high res texture changes.
I have to say that the guys at GG have been very supportive of the whole code pack concept and I'm excited to be working with them on one. I think the community will really benefit from this, besides I'm looking forward to seeing some of my code in a completed game.
Well I hope I made some sense. Btw: I'm so tired it took me over an hour to write this (ya it's 7:30 and no I didn't get up, move, or fall asleep... mmm... sleep).
Oh the usual screen shot, this is the Realm Wars Orc in game with the new lighting model:
EDIT:
To clarify this shot shows static lighting that affects terrain, interiors, and dts objects. The comparison shot uses a dynamic fxLight, which is the only stock way to affect terrains, interiors, and dts object.

Recent Blog Posts
| List: | 02/12/08 - GDC, "SunBurn" Beta, and Write-up on Ziggyware 06/19/07 - Game in a Day 21 - Adventure Game 04/24/07 - Constructor and Torque - Mapping in Style 03/05/07 - GDC, Growing support team, and more 08/05/06 - The Year Long Cycle and IGC 07/15/06 - GI10H - Extreme Kork Paintball! 05/02/06 - Torque Lighting Kit - Demo and Visual Studio 2005 Express 03/10/06 - TLK Shaman Demo - Public Soft Launch |
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Submit your own resources!| John Kabus (BobTheCBuilder) (Nov 25, 2003 at 12:52 GMT) |

Edited on Nov 25, 2003 12:53 GMT
| Michael Cozzolino (Nov 25, 2003 at 13:18 GMT) |
| Johnny Hill (Nov 25, 2003 at 13:59 GMT) |
| James Urquhart (Nov 25, 2003 at 17:26 GMT) |
| John Kabus (BobTheCBuilder) (Nov 25, 2003 at 19:42 GMT) |
| John Kabus (BobTheCBuilder) (Nov 25, 2003 at 19:54 GMT) |
| Eric Forhan (Nov 25, 2003 at 20:31 GMT) |
If you can't find it, I can certainly email it to you.
Looking nice! How easy will this new pack be to implement?
-Eric F
Edited on Nov 25, 2003 20:32 GMT
| Davis Ray Sickmon, Jr (Nov 25, 2003 at 22:09 GMT) |
| John Kabus (BobTheCBuilder) (Nov 26, 2003 at 00:17 GMT) |
Eric, I
| Davis Ray Sickmon, Jr (Nov 26, 2003 at 01:18 GMT) |
| Luke *V8motorhead* Jones (Nov 26, 2003 at 02:29 GMT) |
..hrmph... so when are you going to release that secret code that fixes the pathed interiors and doors? ;)
| John Kabus (BobTheCBuilder) (Nov 26, 2003 at 05:12 GMT) |
| John Kabus (BobTheCBuilder) (Nov 26, 2003 at 17:46 GMT) |
Edited on Nov 26, 2003 17:46 GMT
| Eric Forhan (Nov 26, 2003 at 20:31 GMT) |
I wanna play! I wanna play!
Looks sooo nice. :-)
-Eric
| Luke *V8motorhead* Jones (Nov 27, 2003 at 19:55 GMT) |
Or is that a problem specificly for me?
| John Kabus (BobTheCBuilder) (Nov 28, 2003 at 15:34 GMT) |
Yes that
| Luke *V8motorhead* Jones (Nov 28, 2003 at 19:25 GMT) |
Since your handling lighting, maybe that ca come under that subject as well?
mm... thats something that should be in head actualy
I really dont know what could be added to your pack because I dont know what end result you want.
Hey, maybe rework the interior lighting.
Set brushes up to act as lights visably (seems to be a case of overbright textures).
And radiosity, just a general pretty up i'd say.
| John Kabus (BobTheCBuilder) (Nov 28, 2003 at 19:40 GMT) |
| John Kabus (BobTheCBuilder) (Nov 28, 2003 at 23:40 GMT) |
I posted a fix for the issue where dynamic lights are illuminating surfaces facing away from the light source, you can get it here.
John.
| Luke *V8motorhead* Jones (Nov 29, 2003 at 05:08 GMT) |
| Gabor Forrai (Dec 16, 2003 at 15:19 GMT) |
. Enhanced static lighting to include mission level light objects.
. Enhanced static lighting to include static objects in lighting calculations.
Bob
Im a graphician, but very interested on new visual addons to TGE. In our prototype we have a few deadends with the actual lighting system, so i think your addon will be a must to us.
My question is that, with this lines above : it means that -with your addonpack- the DTS objects would to cast shadows, like as static shadowmap calculations into the terrain, into each other ? Can you give a few more details on those definitions, for example the first 3 lines of this comment ?
Thank a lot, and good luck with your plans. They are really cool ideas, and an important evoution level to TGE.
My project is ready to support you :)
Gabor
| John Kabus (BobTheCBuilder) (Dec 16, 2003 at 15:46 GMT) |
. Updated lighting model on both static and dynamic lights.
This is referring to the lighting model used in the top screen shot of the Orc.
. Enhanced static lighting to include mission level light objects.
These are mission objects (like fxLights). These lights can bake themselves into interior and terrain light maps. They also affect dts objects but this still uses the pre-vertex lighting.
. Enhanced static lighting to include static objects in lighting calculations.
This refers to TSStatics baking shadows into interior and terrain light maps.
I
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