by date
Plan for Mike Lawrence
Plan for Mike Lawrence
| Name: | Mike "Tango Whiskey" Lawrence | ![]() |
|---|---|---|
| Date Posted: | Sep 21, 2005 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Mike "Tango Whiskey" Lawrence |
Blog post
A Newblet's first month.
Well, I've been part of this whacky world called TGE developers for about a month now. Despite a total lack of talent, I have managed to accomplish enough to believe that I might be able to make a game.
Plus, I don't want to be left out of the current blog fest.
Level editing has proven to be pretty darn easy. I have a nice terrain with multiple textures spread out according to altitude and sea level. Water blocks sit in nice sandy lakebeds surrounded by green rocky hills. Ed Muarina deserves a medal. If not for him, I would have none of this accomplished.
Thanks to another pretty darn easy tool to use, Quark, I have my first building set up with interior lights and a few target slabs sitting outside the door. The portal works great and the lighting does what it's supposed to. I found a lot of good help and examples in the forums and resources which helped me learn this very quickly. You guys rock.
And, thanks to codesampler and a very handy thread on ballistic coefficients, my green F dude is running around with a rocket launcher whose projectiles properly arc in an atomspheric medium. Motivated by this particular breakthrough, I've worked up some spreadsheets on ballistic arcs for the M-16, M240 and M49, so I can now simulate each of them with proper ballistics. I've also worked out a way to randomize impact in all directions, so I get a nice scatter pattern. (This was tough, but a real breakthrough.)
Thanks to some really outstanding tutorials at Blender.org, I have a basic understanding of modelling with Blender, although it looks like I'm going to have to move over to Milkshape along with everyone else.
And I'm on about page 110 in Ken's book. Absolutely essential reading. No, the heart will not rotate on the x and y axes. As pointed out rather succinctly in IRC, "Why would you use an item for a vehicle anyway?" Yep, my first encounter with the gang on IRC was pretty embarrassing. But they jumped right in with the right question. And the right answers.
I would not be where I am without many people in this community who have helped me without even knowing it.
What I'm really trying to say today is this: Thanks. Your help has been invaluable.
V/R
Tango Whiskey.
Plus, I don't want to be left out of the current blog fest.
Level editing has proven to be pretty darn easy. I have a nice terrain with multiple textures spread out according to altitude and sea level. Water blocks sit in nice sandy lakebeds surrounded by green rocky hills. Ed Muarina deserves a medal. If not for him, I would have none of this accomplished.
Thanks to another pretty darn easy tool to use, Quark, I have my first building set up with interior lights and a few target slabs sitting outside the door. The portal works great and the lighting does what it's supposed to. I found a lot of good help and examples in the forums and resources which helped me learn this very quickly. You guys rock.
And, thanks to codesampler and a very handy thread on ballistic coefficients, my green F dude is running around with a rocket launcher whose projectiles properly arc in an atomspheric medium. Motivated by this particular breakthrough, I've worked up some spreadsheets on ballistic arcs for the M-16, M240 and M49, so I can now simulate each of them with proper ballistics. I've also worked out a way to randomize impact in all directions, so I get a nice scatter pattern. (This was tough, but a real breakthrough.)
Thanks to some really outstanding tutorials at Blender.org, I have a basic understanding of modelling with Blender, although it looks like I'm going to have to move over to Milkshape along with everyone else.
And I'm on about page 110 in Ken's book. Absolutely essential reading. No, the heart will not rotate on the x and y axes. As pointed out rather succinctly in IRC, "Why would you use an item for a vehicle anyway?" Yep, my first encounter with the gang on IRC was pretty embarrassing. But they jumped right in with the right question. And the right answers.
I would not be where I am without many people in this community who have helped me without even knowing it.
What I'm really trying to say today is this: Thanks. Your help has been invaluable.
V/R
Tango Whiskey.
Recent Blog Posts
| List: | 10/15/05 - Plan for Mike Lawrence 09/21/05 - Plan for Mike Lawrence 09/05/05 - Plan for Mike Lawrence 09/04/05 - Plan for Mike Lawrence 08/26/05 - Plan for Mike Lawrence 08/25/05 - Plan for Mike Lawrence |
|---|
Submit your own resources!| Michael Cozzolino (Sep 21, 2005 at 17:25 GMT) |
Quote:
Thanks to another pretty darn easy tool to use, Quark,
Never heard that before :)
I wouldn't drop blender if I were you. To me it seems like its momentum will push it past MilkShape if it hasn't already as far using it for Torque.
| Sam Bacsa (Sep 21, 2005 at 18:42 GMT) |
| Anthony Fullmer (Sep 21, 2005 at 18:49 GMT) |
Quote:
Despite a total lack of talent
Considering what you have done without, as you put it, any talent at all, I would love to see what you could do if you thought you had some =D
| Matt Troup (Sep 22, 2005 at 05:58 GMT) |
Yeah, someone needs to sign this guy now before he figures out he's worth something.
| Skye Gellmann (Sep 22, 2005 at 07:06 GMT) |
| Tony Richards (Sep 22, 2005 at 11:46 GMT) |
It's awesome seeing some of the more experienced coders learning how to model. For indie game developement, I think it's the best way to go. Even if you wind up not doing the final models / artwork for a game, you're never hanging around waiting for stand-in models.
You must be a member and be logged in to either append comments or rate this resource.



Not Rated


