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Waterfalls, cliffs, rocks...
Waterfalls, cliffs, rocks...
| Name: | Apparatus | ![]() |
|---|---|---|
| Date Posted: | Jun 15, 2008 | |
| Rating: | 3.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Apparatus |
Blog post
Somewhere down the road I will make a modified crossbow and maybe a new Kork altogether but for now, I am obsessed with what else can be brought in TGE to make it look great. What's missing, what's there and it's not used? Ive been thinking to ask GG to collect all useful resources (w they did already for the most part) and make them available officially. Last night I tried to export an animation and following forums posts and resources it took me a bit to figure out all the tricks to get it work. Anyway, I am now in a journey to make a TGE mission looking just as good as Crysis. I said looking and I meant it in a light way; we may not see destroyable stuff (or shoot trees to slice them up) but to some extent I believe it is possible.
So my todo list is:
1. stare at crysis levels a bit longer and figure out the level design (or maybe environment design)
2. work out a vegetation type
3. export some vegetation with ambient animations
4. make a modular collection of rocks and cliffs
5. new water textures
6. work out particles
and
7. add a rainbow (already did that but i have to wait to get the first waterfall working)
Pretty much possible. Sounds like a plan.
edit:
made a small test tonight, trying to figure out textures, animation type (texture or shape altogether); i'll go into particles really soon for water poofs:

So my todo list is:
1. stare at crysis levels a bit longer and figure out the level design (or maybe environment design)
2. work out a vegetation type
3. export some vegetation with ambient animations
4. make a modular collection of rocks and cliffs
5. new water textures
6. work out particles
and
7. add a rainbow (already did that but i have to wait to get the first waterfall working)
Pretty much possible. Sounds like a plan.
edit:
made a small test tonight, trying to figure out textures, animation type (texture or shape altogether); i'll go into particles really soon for water poofs:

Recent Blog Posts
| List: | 12/10/08 - Textures Pack Down 12/09/08 - Materials Bazaar ~ Metals Library release 12/07/08 - Materials Bazaar (II) update 12/03/08 - Materials Bazaar (I) 12/03/08 - TGEA Environment Guide 11/04/08 - Kork 2.0, halted work 09/24/08 - Constructor Pipeline (I) 09/23/08 - Interior Guide Pack Free Download |
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Submit your own resources!| Stephan (viKKing) Bondier (Jun 15, 2008 at 19:52 GMT) |
| Kory James (Jun 15, 2008 at 20:00 GMT) |
Keep up the amazing work.
| Apparatus (Jun 15, 2008 at 20:13 GMT) Resource Rating: 5 |
| Mike Rowley (Jun 15, 2008 at 22:25 GMT) |
Quote:
that is, of course, if that code is included :)
That video is of Tom Spillman testing out his physX implemtation. I don't believe it's included in stock tgea, but...I don't know for sure.
| Apparatus (Jun 15, 2008 at 22:47 GMT) Resource Rating: 5 |

It seems a little offset when you watch the gif animation but given it was taken at random frames in tge the flow of water and splashes are biased.
| Mike Rowley (Jun 16, 2008 at 09:32 GMT) |
| Stephan (viKKing) Bondier (Jun 16, 2008 at 18:03 GMT) |
I tried to make it more simple, but failed.
I really like the first animation you added on the top.
| Jaimi McEntire (Jun 16, 2008 at 18:25 GMT) |
| Apparatus (Jun 16, 2008 at 18:45 GMT) Resource Rating: 5 |
| Adib Murad (Jun 17, 2008 at 13:09 GMT) |
Quote:
Ive been thinking to ask GG to collect all useful resources (w they did already for the most part) and make them available officially.
They already do it. TGE 1.5 SDK comes with many resources built-in.
Torque 3D engines are great for us artists to explore, learn and make good looking content. Don't know if they are so great to actually finish a game (without serious engine programming).
Edited on Jun 17, 2008 13:10 GMT
| Dave Calabrese (Jun 17, 2008 at 17:07 GMT) |
-Dave Calabrese
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3.5 out of 5


