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Plan for BrokeAss Games

Plan for BrokeAss Games
Name:BrokeAss Games
Date Posted:Aug 12, 2004
Rating:4.0 out of 5
Public:YES
Comments:YES
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Blog post
DTS Objects, custom map2difs, and a pinch of randomly generated.
The last few weeks have been a learning experience for the BrokeAss crew. From the advent of some of the major code improvements by Ari, the soon coming development web server, and my research into mixing DTS and Map objects, LOD, and a hard look at what and how exactly I was building objects. Ive turned from a aggressive turn out of objects to a slow process of doing things the right way, with the right tools.

it's been hard for the team to keep in contact, with me moving down to San Francisco ive become a bit issolated. Most of are development discusions happened sitting down in a circle and talking, switching over to team speak and getting a file server up has been alot harder then originally anticipated.

Ive gotten word that Ari has made the bots a bit smarter, and factions have been implemented rather skillfully with bots roaming around shooting each other. Randomly generated rock and tree fields are in also, but I have as of yet to get a new rev.

Moshy Apparently is working on some custom tree models, im relatively interested in what he comes up with.

Rob and Joe continue to work on the skills system and develop the website architecture. I have as of yet to hear from either of them in the last two weeks, but Ari has kept a eye on their progress.

Austin is MIA as of now... I haven't seen him or anything he's produced in some time, which is a shame.

I have been snooping around researching level editors. Realizing Hammer and the Head map2dif weren't going to cut it for the buildings ive been working on, ive switched over to Cartography Studio 4 and a custom cs2dif that was build using code John (BobtheCBuilder) for synapses and some other code from the resources. This combined with Dif objects that ive started producing in truespace should end up working wonders for the face counts and complexity of my buildings.

Ive ran into a perplexing issue Im not exactly sure how to remedy. This morning I exported some dif objects (a bridge peace, and a few buildings, the road system) they exported flawlessly... but when I filled up a map with them and then tried to relight it corrupted my mission file. it reacted as though the engine simply refused to light all the objects in the map... which is a problem due to the fact that our entire project is based inside city sprawls. If anyone knows of any research into how to get cityscapes into TGE don't hesitate to post here or email me.

Got some working doors and interiors in game for the first time, a personal land mark. We can only go up from here.

Today I would also like to give a special thanks to all those that have more then helpful whenever ive had questions on creating content for TGE/TSE. The community has been more then kind to me.

I'll leave you with some screenshots of some the neat stuff ive been playing around with:

The Bridge im having problems with:

Barrels were taken from AndyGFx's resource he posted a few days ago. His doors are what got me working on my own sliding door project! thanks Andy! If you looks close you can see my propane tank and chain link fence -

A little broken computer view screen peace of junk I made when i first got TGE -

More buildings... the main large one has 3 working floors in it -


The end recult of some of my first DTS exports -

Base Interface for the health/vitality bars. the lower boxes are quick swap inventory slots, while the uper box has the primary weapon used, skill level, and name of weapon -


-Russ SMith (Lead 2d/3d Artist for BrokeAss Games)

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Bryan Edds   (Aug 12, 2004 at 19:39 GMT)
Hey, looking great! It looks like you're building a good atmosphere which is pretty hard to do.

fireVein   (Aug 13, 2004 at 00:09 GMT)
Things are coming along very well and looking good. Good luck to you guys.

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