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Plan for Adrian Tysoe
Plan for Adrian Tysoe
| Name: | Adrian Tysoe | ![]() |
|---|---|---|
| Date Posted: | Aug 24, 2005 | |
| Rating: | Not Rated | |
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| Comments: | YES | |
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| Profile Page: | View profile page for Adrian Tysoe |
Blog post
Lightmapping and other art path goodness
It's been a while since I posted anything, Over the last couple of months I've been learning the basics of TGE and working with someone on and off on a possible new art path.
In the past week we have been discussing integrating the art pipeline into a new Leadfoot Productions Game rather than spending a lot of valuable time working on a tech demo. We started the game in earnest just over a week ago. Most of my time has until now been spent on producing simple meshes that test various material properties, and trying to trouble shoot bugs found in the loader when loading old art assets into TGE from previous projects like Fun racer and Aerial Antics.
I thought I'd share a couple of early pictures of the first Arena for the new Leadfoot game "King of the mountain".
Here's a couple of screenshots of the Arena in TGE, I threw in some hastily rendered lightmaps as one of the nice features of the new art pipeline is that it enables TGE to do 8 multitexture layers with various blendmodes and multiple UV's outside of TGE, so you can do lightmaps and multipass effects using 3rd party tools in this case I used 3dsmax.


As you can see, still pretty rough but already looking quite good.
Future plans in consideration are to redoing Aerial Antics in TGE and release for Mac and Linux and possibly creating A sequel that makes the best of the new tools and the superior networking that torque offers over our previous engine.
In the past week we have been discussing integrating the art pipeline into a new Leadfoot Productions Game rather than spending a lot of valuable time working on a tech demo. We started the game in earnest just over a week ago. Most of my time has until now been spent on producing simple meshes that test various material properties, and trying to trouble shoot bugs found in the loader when loading old art assets into TGE from previous projects like Fun racer and Aerial Antics.
I thought I'd share a couple of early pictures of the first Arena for the new Leadfoot game "King of the mountain".
Here's a couple of screenshots of the Arena in TGE, I threw in some hastily rendered lightmaps as one of the nice features of the new art pipeline is that it enables TGE to do 8 multitexture layers with various blendmodes and multiple UV's outside of TGE, so you can do lightmaps and multipass effects using 3rd party tools in this case I used 3dsmax.


As you can see, still pretty rough but already looking quite good.
Future plans in consideration are to redoing Aerial Antics in TGE and release for Mac and Linux and possibly creating A sequel that makes the best of the new tools and the superior networking that torque offers over our previous engine.
Recent Blog Posts
| List: | 04/18/06 - FMC full metal conflict playable demo 11/02/05 - Plan for Adrian Tysoe 10/11/05 - Plan for Adrian Tysoe 08/24/05 - Plan for Adrian Tysoe 12/23/04 - Plan for Adrian Tysoe 07/24/04 - Plan for Adrian Tysoe 09/26/03 - Plan for Adrian Tysoe |
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Submit your own resources!| Tom Spilman (Aug 24, 2005 at 01:26 GMT) |
| Jeremy Alessi (Aug 24, 2005 at 01:38 GMT) |
Looking fatastic by the way. I haven't even seen it in that form just yet ;)
| Ben Garney (Aug 24, 2005 at 04:27 GMT) |
| Adrian Tysoe (Aug 24, 2005 at 05:32 GMT) |
The original polysoup implementation that we tried was too slow in Multiplayer.
Then we tried DIF's which had the speed, but converting the GLB exported .map files from max via map2dif to TGE was problematic with slightly offset verts. So we would have to wait for Matt to release a new version.
Today the lead programmer on the loader handed us a new polysoup collision system to try which were sorting out as I write this.
One interesting this we discovered this past week was how much difference the compiler can make. Jeremy used the standard Visual studio 2003 originally, after updating the compiler to the pro version wegained a whopping extra 30FPS!!!!
| Tom Spilman (Aug 24, 2005 at 05:44 GMT) |
Have you considered going with some simple primitives placed under a special node in the scene as the collision data? Seems like that would work just as well, be quite flexible, and give you a substantial improvement in performance over pure polysoup solutions.
| Jeremy Alessi (Aug 24, 2005 at 07:17 GMT) |
| Matt Fairfax (Aug 24, 2005 at 10:44 GMT) |
You mean this compiler? ;)
| Michael Hense (Aug 24, 2005 at 13:08 GMT) |
--Mike
| Phil Carlisle (Aug 24, 2005 at 14:25 GMT) |
Never going to get round to trying it in earnest at this point though :)
| Adrian Tysoe (Aug 24, 2005 at 14:51 GMT) |
There are some advantages to polysoup collisions like having single sided open concave surfaces with far fewer triangles than the dozens of small closed covex hull shapes required to produce the same result.
Edited on Aug 24, 2005 14:52 GMT
| Tom Spilman (Aug 24, 2005 at 19:31 GMT) |
| Jeremy Alessi (Aug 24, 2005 at 21:54 GMT) |
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