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My First TorqueAT'Y adventures
My First TorqueAT'Y adventures
| Name: | Mincetro | ![]() |
|---|---|---|
| Date Posted: | Oct 05, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Mincetro |
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Well, I bought TSE EA yesterday, and am very impressed with what I've seen of it so far, porting my project over was a little (well, quite) troublesome (recompiling difs was a bit tricky, but I've managed to mostly automate that now), but theres only so much you can do by using the Nvidia plugin on your old, low-res TGE textures, so as the artist I am I threw together a small test building to see how I found the Dif workflow. And it is Awesome, In the following picture I wrote two custom materials (the inside floor and the glass refraction) and use 512*512 normal maps on every surface, and am getting a nice 30fps on my 9600XT.

It took a couple of hours to get the textures ready and make the interior, but I'm satisfied with the results.

It took a couple of hours to get the textures ready and make the interior, but I'm satisfied with the results.
Recent Blog Posts
| List: | 10/05/06 - My First TorqueAT'Y adventures 05/20/06 - First-Person Adventure Ahoy! 01/20/06 - Man, Is Programming Tedious! |
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Submit your own resources!| Anton Bursch (Oct 05, 2006 at 09:57 GMT) |
lame Gollum/your picture above joke.
| Florian (Oct 05, 2006 at 12:55 GMT) |
but the glass looks a little strange
Edited on Oct 05, 2006 12:55 GMT
| Mincetro (Oct 05, 2006 at 13:27 GMT) |
@Florian - Thanks for the compliment ;) Yeah, I used the Tendril shader as the effect, the ior is too great for the application of it I think, it's making it appear like a diamond rather than a pane of glass.
| Marcus (Oct 05, 2006 at 14:45 GMT) |
| Fucifer (Oct 05, 2006 at 14:45 GMT) |
| William Todd Scott (Oct 05, 2006 at 16:55 GMT) |
Can you briefly walk through the "workflow" that you followed. I'm curious as to how artists are handling content creation with the shaders.
Thanks
Todd
| John Tesseris (Oct 05, 2006 at 18:23 GMT) |
I would like to know since we will be porting our project from 1.4 to TSE pretty soon, did you have to change any textures because they did not coincide well with TSE?
I would hate to have done all this work only to find out stuff does not port well from TGE to TSE.
Edited on Oct 05, 2006 18:25 GMT
| Steve Flowers (Oct 05, 2006 at 21:19 GMT) |
I think it's not a matter of textures not porting well, it's more that they don't take advantage of what TSE can do. Lower quality / resolution textures from TGE (typically):) From what I've seen / read, it's pretty seamless to port stuff in (same basic structures and filetypes). Adding shaders and making stuff shiny and nice is what takes time (licking it - as my wife says:))
| Mincetro (Oct 05, 2006 at 22:36 GMT) |
@William - Well, firt I retreived my source textures, perspective corrected them etc. and generate their normal maps. Then I constructed the map in Quark, exported it using the TSE version of map2dif_plus and wrote the material definitions. I'm using the same workflow I used in TGE, but with a larger concentration on texture detail and more time in Torsion.
@John - All of the textures worked well, but most of them were 256*256, which I felt didn't do justice with the shaders, so I resampled them to 512*512. What Steve said ;)
@Michael - Thanks :P
| William Todd Scott (Oct 05, 2006 at 23:37 GMT) |
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