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Plan for Ben Versaw

Plan for Ben Versaw
Name:Ben Versaw 
Date Posted:Jul 28, 2005
Rating:Not Rated
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Blog post
Porting Madness Well it has been a few days now since Martin and I first came up with the crazy idea to port to Torque. Progress has been going okay considering the amount of content we have to port over. Content goes through a long path to get to Torque, but fortunately the process usually doesn't take that long.
Due to strengths in Torque that Conitec's 3DGameStudio doesn't have. Martin and I have teamed up to port his game from 3DGS to TGE. Here is the progress so far.

Porting Madness
Well it has been a few days now since Martin and I first came up with the crazy idea to port to Torque. Progress has been going okay considering the amount of content we have to port over. Content goes through a long path to get to Torque, but fortunately the process usually doesn't take that long.

For Levels
1) Levels are being cut up into objects that they are made up of: models and level blocks mostly, and then take their own route.

For Level Blocks
1) Groups of blocks forming objects such as platforms are copied into a different .wmp level
2) The level is loaded in Conitec's Med and saved as a MDL
3) The model is loaded in Milkshape, where it is re-textured (once the texture is extracted from the .wad file in WED), re-scaled smaller, and exported to a .dif

For Models
1) The model is loaded in Milkshape, the texture is extracted from the MDL file and reapplied sometimes this involves resizing the texture to a valid size, scaled down, and exported to a .dif

Problems I have had:
1) DIF files exported from Milkshape were way too large,. they looked like giants compared to the terrain. I introduced re-scaling to 0.3 or so before exporting to fix this.
2) Collision wasn't working probably at first. This was due to my own inexperience with TGE, I had exported my models in a slight slant from Milkshape. This gave them inaccurate bounding boxes. Later on I discovered that renaming a mesh "Collision" in Milkshape would let you use it as a collision mesh.


Current Issues:
3) I can't get a terrain from 3DGS into TGE. Conitec's Med doesn't allow me to export a heightmap or any usable format to get it into a TGE terrain. I could export it as a .dif but there has to be a better way.
4) Style conflicts. The image on the top is from the 3DGS version of the game, the bottom is the current TGE port.



The "crispness" of the old look is gone. I think some of this might have to do with the lighting and other problems. I'm not sure how to fix this. Also there are a few more problems visible in the above shot.


I don't know why there is something hovering there. There are flat planes with a transparent skin on them, the skin is completely empty expect for the grass image. While we are talking about the grass I just noticed I have either have it too tall or the player and the NPC (the cat) too short, maybe even both. So time to take out the mower and growth pills!

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Jeff Gran   (Jul 28, 2005 at 20:14 GMT)
Cool to see you coming over to TGE.

RE the "hovering" thing: It's the mip mapping on the transparent textures. It blurs the top of the texture with the (repeated) bottom as it mips, giving you that bleeding. Solution is to either tell it not to mipmap in the exporter (not sure if MS3d supports this functionality) or adjust your texture and/or UVs so that the very edge of the texture is not used.
Edited on Jul 28, 2005 20:14 GMT

Ben Versaw   (Jul 28, 2005 at 20:28 GMT)
Thanks, adjusting the UVs solved the problem.

Also about coming to TGE. I have been a TGE user for a while but swing between the two development systems. The main reason for the switch was cross-platform support. Conitec says they will support multiple platforms but someone has to hand out the "thousands of dollars it takes to port the engine", also having the source code is useful. We have already rid the game of a few bugs that were caused by 3DGS engine by porting, and though there are other bugs replacing them having the source code assures we don't have to wait for a company like Conitec to get around to fixing them.
Edited on Jul 28, 2005 20:30 GMT

Ben Garney   (Jul 28, 2005 at 20:59 GMT)
It looks like the FOV is higher in the Torque version, too; you might try turning it down a bit.

Stefan Lundmark   (Jul 28, 2005 at 22:02 GMT)
Most of your problems with the crispness definatly has to do with mipmapping. It's easily solved.

Matt Fairfax   (Jul 28, 2005 at 23:11 GMT)
You should be able to export to a .map from WED and convert it straight into a .dif (texturing and all) with Map2Dif Plus.

John Kabus (BobTheCBuilder)   (Jul 29, 2005 at 01:18 GMT)
Hi Ben,

You should check out the Lighting Pack for TGE - it will help you achieve the cartoony look and feel your going for.

Let me know if this helps!

-John
Edited on Jul 29, 2005 01:18 GMT

Ben Versaw   (Jul 29, 2005 at 02:40 GMT)
BG and Stefan - I'll try those suggestions.

Matt - I've tried several different things to get it to work. The program won't recognize A6's .wad files, if I had a way to convert it to the correct .wad format it might work. Also trying to load an .dif converted from A6 causes TGE to crash.

John - I'll check it out.

Thank you everyone.

Chris Labombard   (Jul 29, 2005 at 11:46 GMT)
Yes. It looks like you need to tune that FOV...

Also, you characters looked a lot better when they were larger. (or your difs were smaller)

Matthew Langley   (Jul 29, 2005 at 15:11 GMT)
The lighting pack really would give you some more power with the lighting in your game!

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