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Plan for Akio
Plan for Akio
| Name: | A | ![]() |
|---|---|---|
| Date Posted: | Oct 05, 2005 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for A |
Blog post
TGE Collision Enhancements, Maya2Dif Exporter, Need Artists
I've been busy with many enhancements in TGE. I guess some people are wondering why I'm putting so much effort into TGE. Well, that's because I feel TGE is the best engine available. Its scenegraph is powerful, the scripting language is powerful, and all the built in mechanics (processes) and features are just outstanding.
I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors. I prefer Maya user and someone who understands DTS and DIF exporters. When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.
Here are some of the stuff that I've been working on.


Below is a picture screen for TGE collision and physics enhancements. I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.
You can download the Windows demo, 6.01MB.
www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file under starter.racing\server\scripts
Here is an executable that has ODE integrated, 1.27MB. Just drop the .exe file in the same folder and you can compare the physics and physics integration. The collision detection routines are exactly the same.
www.inoculousgames.com/ggposts/tge-odedemo.zip

Try it and tell me what you think.


This is a tool set created to make artists work a little easier. Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter. For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping. To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory. You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory. Sorry, but I'll add an immediate feeback of the export status later. Remember the BSP construct rules.
The maya2dif exporter is for Maya 5.0, Windows only. You can download the exporter by clicking on the link below, 2.8MB.
www.inoculousgames.com/ggposts/maya2difexport.mll
The pictures below show what the model looked like in Maya then in the game.
Maya model

DIF model

Any feedback is welcomed.


And finally, my game demo. Well, it actually has one level to showcase the features of the game. Click on the link below to see it.
www.garagegames.com/mg/forums/result.thread.php?qt=35099
And, that's all folks.
I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors. I prefer Maya user and someone who understands DTS and DIF exporters. When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.
Here are some of the stuff that I've been working on.


Below is a picture screen for TGE collision and physics enhancements. I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.
You can download the Windows demo, 6.01MB.
www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file under starter.racing\server\scripts
Here is an executable that has ODE integrated, 1.27MB. Just drop the .exe file in the same folder and you can compare the physics and physics integration. The collision detection routines are exactly the same.
www.inoculousgames.com/ggposts/tge-odedemo.zip

Try it and tell me what you think.


This is a tool set created to make artists work a little easier. Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter. For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping. To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory. You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory. Sorry, but I'll add an immediate feeback of the export status later. Remember the BSP construct rules.
The maya2dif exporter is for Maya 5.0, Windows only. You can download the exporter by clicking on the link below, 2.8MB.
www.inoculousgames.com/ggposts/maya2difexport.mll
The pictures below show what the model looked like in Maya then in the game.
Maya model

DIF model

Any feedback is welcomed.


And finally, my game demo. Well, it actually has one level to showcase the features of the game. Click on the link below to see it.
www.garagegames.com/mg/forums/result.thread.php?qt=35099
And, that's all folks.
Recent Blog Posts
| List: | 04/09/06 - max2dif exporter 12/19/05 - Enhanced Collision DLL Pack now NOT on sale 10/05/05 - Plan for Akio 09/29/05 - Plan for Akio |
|---|
Submit your own resources!| Ron Yacketta (Oct 05, 2005 at 17:30 GMT) |
| Michael Cozzolino (Oct 05, 2005 at 17:32 GMT) |
Edited on Oct 05, 2005 17:32 GMT
| A (Oct 05, 2005 at 17:35 GMT) |
| Michael Cozzolino (Oct 05, 2005 at 17:49 GMT) |
| A (Oct 05, 2005 at 18:03 GMT) |
Edited on Oct 05, 2005 18:39 GMT
| Neil M. (Oct 05, 2005 at 18:14 GMT) |
| A (Oct 05, 2005 at 18:20 GMT) |
Edited on Oct 05, 2005 20:21 GMT
| Vashner (Oct 05, 2005 at 19:31 GMT) |
| A (Oct 05, 2005 at 19:39 GMT) |
starter.racing\server\scripts
| Josh "GimpMaster" Hintze (Oct 05, 2005 at 20:14 GMT) |
| Chris \"C2\" Byars (Oct 05, 2005 at 20:54 GMT) Resource Rating: 5 |
| Chris (Oct 05, 2005 at 21:09 GMT) |
| A (Oct 05, 2005 at 21:36 GMT) |
I also added a new link to another executable that has ODE integrated to TGE (see above). This integration takes a new approach to correct the interpolation problem (than my previous integration). Compare the physics between what's in TGE to this.
Edited on Oct 05, 2005 21:59 GMT
| Michael Cozzolino (Oct 05, 2005 at 22:05 GMT) |
| Chris \"C2\" Byars (Oct 05, 2005 at 23:03 GMT) Resource Rating: 5 |
| A (Oct 05, 2005 at 23:08 GMT) |
| Chris \"C2\" Byars (Oct 05, 2005 at 23:43 GMT) Resource Rating: 5 |
Congratulations thus far, and once you think it's good enough to release, I'll be waiting for the source :P
| Ron Nelson (Oct 12, 2005 at 03:45 GMT) |
| Chris \"C2\" Byars (Oct 12, 2005 at 22:58 GMT) Resource Rating: 5 |
| QuangKim (Oct 25, 2005 at 04:32 GMT) Resource Rating: 4 |
there is always an error:
Maya2dif Exporter for Torque Game Engine.
Version 1.04, Compiled - Sep 21 2005.
Inoculousgames.com, author Akio Cullum
Loading model data from maya...
path = C:/Documents and Settings/haiquang.GLASSEGG1/My Documents/maya/projects/default/scenes/
file = aaa.dif
Getting mesh data...
Found: 1 meshes.
Loading all meshes.
Successful.
Successful.
Successful.
Converting polygons to brushes...
Allocating memory for 1 brushes...
Successful.
Creating BSP... * VIS Stats
# Empty leaves: 6
Av. Links/Node: 4
Max Links/Node: 4
* BSP Stats
Total Nodes: 13
(Av./Max) Depth: 3.85714 / 6
done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 0
Error exporting!
would you please give me more guide to use??
thanks.
| A (Oct 25, 2005 at 04:51 GMT) |
edited typos
Edited on Nov 10, 2005 18:24 GMT
| QuangKim (Oct 25, 2005 at 06:51 GMT) Resource Rating: 4 |
Thanks. ;-)
| QuangKim (Oct 26, 2005 at 04:14 GMT) Resource Rating: 4 |
The collision with DTS object is very good.
I wonder why Torque Team dont improve it???
I'm trying to improve it,but I dont know where to begin...
@Akio Could you please tell us some infomation about torque collision bug???
Thanks
| Jason Farmer (Oct 26, 2005 at 14:21 GMT) |
I'm really excited about the work you're doing, Please please please release the source either as a resource or a pack :-)
| Jason Farmer (Oct 26, 2005 at 22:55 GMT) |
| Chris \"C2\" Byars (Oct 29, 2005 at 00:09 GMT) Resource Rating: 5 |
| Adrian Tysoe (Nov 03, 2005 at 02:43 GMT) |
@Akio, Any chance of getting to play with the source files and seeing if anything workable can be done? If your interested in checking out my current ODE racing game. I have a self running demo avaliable on my current plan. I'm currently looking for a useable physics solution to take my game past the prototype stage and onto other platforms other than just windows.
Teaser image to spark your interest

Blog with demo
www.garagegames.com/blogs/5605/9096
Edited on Nov 03, 2005 02:45 GMT
| A (Nov 03, 2005 at 03:05 GMT) |
| Matt Huston (Nov 10, 2005 at 16:48 GMT) Resource Rating: 5 |
Do you think that is possible with your changes?
Edited on Nov 10, 2005 16:54 GMT
| A (Nov 10, 2005 at 18:11 GMT) |
And what does that mean exactly? Well, the behavior or actions that occur on the client side are superceded by the server, making the client responses negligible. Meaning that, whatever occurs on the client side happens on the client side but the outcome is always determined or controlled by the server. The stickiness that you seen is a collision that first detected and occurs on the client side and then occurs on the server side some small delta-t later. Hence, the stickiness.
If you want to have a smoother transitions between server and client, you can change these settings (with cost):
$pref::Net::PacketRateToClient = "10";
$pref::Net::PacketRateToServer = "32";
| A (Dec 06, 2005 at 01:56 GMT) |
Josh "GimpMaster" Hintze
Hey Josh,
If you can provide me the libs, I can create the version that you want.
| Luke *V8motorhead* Jones (Apr 05, 2006 at 23:04 GMT) |
| Anthony Potamitis (Aug 28, 2006 at 15:50 GMT) |
Really interested in this.
| Alex Huck (Oct 30, 2006 at 02:14 GMT) |
| Viren Thambidorai (Mar 14, 2007 at 11:58 GMT) |
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