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first blog: progress on kbm

first blog: progress on kbm
Name:Leslie Young
Date Posted:Jan 22, 2007
Rating:5.0 out of 5
Public:YES
Comments:YES
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Blog post
My first blog! :) Been using Torque for a few years now and never got around writing one of these, and never really had anything to write about.

Here are a few screenshots from a game I am working on, codenamed KBM for now.. I will post more details on what the game is all about in later blogs (yes, I plan on writing more of these from now on ;)

Please excuse some of the programmer art you will see in here but I've only started last week and don't have an artist on the team yet.

These are from the player character editor. The standard Cubix Studio Female


and after editing...


and some more


To see the editor in action check out this video (10Mb xvid)


Recent Blog Posts
List:07/18/08 - Still around
01/17/08 - KBM update
10/06/07 - Finally some updates
02/05/07 - KBM.. More update
01/26/07 - Content Packs Listing
01/22/07 - first blog: progress on kbm

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Phil Carlisle   (Jan 22, 2007 at 10:13 GMT)
Looks interesting Leslie.. So are you runtime compositing the textures into the main texture? Or doing something more funky?

Camera control looks fun too.

Need some method of scaling bones up/down etc..

Plus you need a "random character" button.

CDK   (Jan 22, 2007 at 10:58 GMT)
Nice one dude! The weekend payed off I see ;)

Leslie Young   (Jan 22, 2007 at 11:10 GMT)
I got the Mesh Hiding resource in there for the hair and will also use that later for more detailed clothing that is not drawn onto the base mesh.

I started off with the resource that used the Overwrite texture to replace the base one but that was bit limited since I want to do the detailing as you can see in the video and shots and overwrite texture would replace even the hair mesh's texture, so now I am creating a new bitmap from a base (nude) texture (one of the skin colour textures) and then replace the meterial at the index which points to the one being used on the body. something like this where "texture" would be the new one created after I have done all my drawing onto the baseBitmap, very similar to the resource I mentioned.


TextureHandle texture;
texture.set(texName, baseBitmap, MeshTexture);
pMatList->mMaterials[pMatPos] = TextureHandle( texture );


I am worried that what I am doing might not be a good idea or even work over networked sessions and perhaps someone with more knowledge on Torque internals can tell me what he thinks and also how I could ask the resource manager to get rid of old textures not used since with every little change to the character I am creating a new texture and during editing of your character this could mean a lot of unused textures being created.

Leroy Frederick   (Jan 22, 2007 at 13:52 GMT)
Cool stuff!

Leslie Young   (Jan 23, 2007 at 10:25 GMT)
I'll write a resource on this soon as I tested it a bit more.

[edit] resource is up
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1219...
Edited on Feb 01, 2007 07:32 GMT

Ed Johnson   (Feb 01, 2007 at 19:43 GMT)
Wow, so does this resouce include the GUI functions to change the body?

Leslie Young   (Feb 02, 2007 at 06:04 GMT)
Nopes sorry :p I am actually still working on that GUI in the shots and it is kinda too pertinent to my game and design for instance reading values from a sqlite db, and the way items are named (models, textures, etc.) and some other stuff which might be too much of a mess for someone else to make use of.

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