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Spline Roads
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Sweet! 8-)
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Daz (Oct 27, 2008 at 08:05 GMT) |
Cool! Looks good.
Very nice looking.
Wow, that looks awesome.
This is very cool and sounds like its simple to use. I've built similiar road systems using loft objects that are based on splines in a modeling package. But you're saying this method generates the model based only on terrain markers you place on the terrain in Torque's Editor? This alone would eliminate the hassle of getting the road to exactly match the terrain, something that requires a lot of back-forth referencing the way I normally do it.
Is this code something you plan to release?
impressive!!!
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Szzg007 (Oct 27, 2008 at 15:28 GMT) |
this is dts?or dif?if is dif...So cool...
This looks great.
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Tom Spilman (Oct 27, 2008 at 17:03 GMT) Resource Rating: 5 |
Looks great Duncan!
Very nice and quite impressive. I'm looking forward to more news on this.
Very awesome stuff. Keep up the good work and hopefully we will see that is a content pack we can purchase and integrate into our games.
Very very nice Duncan! Makes me want to do a racing game.
So smooth...
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Geom (Oct 27, 2008 at 22:00 GMT) |
That is too cool!
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JoZ (Oct 27, 2008 at 22:53 GMT) |
Duncan we want it! keep working on it and give us a content pack please! :-)
JoZ ;-)
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Dave Young (Oct 28, 2008 at 15:28 GMT) Resource Rating: 5 |
Gorgeous!
This system is exactly the kind of thing they use in BigWorld (I think it was BW) to do rivers also...
This is great. So you send the control points from the editor into C++ which draws your geometry right? I'd be interested to see how you handle intersections. Bunching is always a problem at sharp corners.
Yeah a river would work well too. Just put on a water textures (or shader) animate the texture coordinates and you get a flow all along the spline. Add some spray particles, some floating debris etc and it should look good.
Also good for train lines and roller coaster tracks. For the latter I would "mount " the carriages to the spline with an offset then animate the velocity. That way it would follow the rails perfectly without the need for rocket science, cpu intensive physics.
So many ideas, so few people willing to pay good money for them.
@Andy, I'm actually at the point of adding intersections. My current approach is to use a TSstatic and start and stop the spline on either end of the intersection. I can put nodes in the TSStatic and use them to tell the spline where it should meet the junction so that the road polly's make a seamless join to the TSStatic.
I was considering marking a control point as a junction which would tell the engine to create a junction there but that would mean hard-coding the junction vertices and you would have the additional problem of expecting that control point to exist in two simGroups simultaniously. A separate TSStatic junction seems to be a better approach.
I get no bunching with the curves in the pictures above but the inner vertices are getting about 0.5 meters apart, so it can it can go just a little tighter before they start overlapping/bunching.
I put a video up there showing how easy it is to work with.
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Szzg007 (Oct 29, 2008 at 08:25 GMT) |
We can go to where download or to obtain these features????
Incredible, Duncan, just watched the video! This is best thing to come along for Torque since TLK. You definately need to release this. Fame, fortune and women will be your's for the asking!
Edited on Oct 29, 2008 10:21 GMT
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Dave Young (Oct 29, 2008 at 11:14 GMT) Resource Rating: 5 |
I certainly would pay for em! The man-hours it would take to get art of LESSER quality and function is much higher. It's also the kind of feature that would bring over many more converts from higher end engines, reducing world building costs dramatically as a tool to lay down roads!
Idea Rant: There should be a new category of professional level add-ins or services. Expect to pay more for more functionality. Too often we are ethereally limited to an engine's cost or under for a kit or add-in, which doesn't make sense as a business model. This one is a candidate for more and would enable more games to be made faster. I would say it's worth several hundred dollars (especially if there would be a TGEA version) and that seems low.
I can't tell exactly if it's TGE or TGEA, I *think* TGE based on the video's mission editor.
Sweet looking. It's not something I'm in very much need of, but I would definatly pay more than $100 for a content pack which implements this, only to take a look at the code and play around. Anyway, good job!
It's TGE but the source files are pretty much stand-alone. Porting to TGEA would only require changing the rendering section which would take 2-3 hours for someone well versed in DirectX.
I have emailed garagegames with respect to selling this as a kit but have had no response yet.
This is a great idea, well worth some money vs the time it would save. Great job, I am looking forward to being able to play with this.
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Jondo (Oct 30, 2008 at 16:46 GMT) |
Duncan,
This is seriously one of the coolest things I've ever seen in Torque. Volunteering to test this for you right now. And count us in to purchase it as well. Top Shelf, dude, top shelf....
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JoZ (Oct 30, 2008 at 21:09 GMT) |
Duncan,
also (or maybe more) it's taking my attention the idea about Spline Rivers (can we call it in this way?)... It would definitely add a great value to any type of games, from RPG to FPS to RTS and any I can think of... :-)
I have to echo everyone else in saying that this looks really excellent. I might have a go at implementing it myself (there was a forum post a while ago, with something similar but unfinished)... indie budget, me :P.
Edited on Nov 03, 2008 15:35 GMT
Very nice! I have a few questions though.
Do you think it will be possible to use bridges and have the road go over it, or is it something like you're planing to do for the intersections that would have to be used? Also, will a set of intersections have to be made by the users according to their need (one for asphalt, one for asphalt/dirt road crossing, etc...) or would we have to do with the content you would provide (I guess that's asking if we would be able to make custom content to a certain extend).
Keep up the good work, and thank you for this.
i don't understand; is this like a loft object, working with a 2D shape, or does it modify a 3D model?
i need this in my editor for tge.please where can i get this???
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