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TGEA Alpha starter.kits
TGEA Alpha starter.kits
| Name: | Alienforce | |
|---|---|---|
| Date Posted: | Feb 06, 2007 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Alienforce |
Blog post

Hi All,
I have done a "alpha" port of Starter.Fps and Starter.Racing from TGE 1.4.2 to TGEA ms4.2
This is plain port without any TGEA eyecandy features but i think it can be a good starting template
anyways i thought i should share it and please post any issues you might find in the download thread and
i will look into it.

Download
Recent Blog Posts
| List: | 12/17/07 - How to learn XNA and TorqueX the easy way 02/06/07 - TGEA Alpha starter.kits |
|---|
Submit your own resources!| Andy Hawkins (Feb 06, 2007 at 02:43 GMT) |
| William Todd Scott (Feb 06, 2007 at 03:29 GMT) |
Thank you.
Todd
| Brian Mayberry (Feb 06, 2007 at 04:40 GMT) Resource Rating: 5 |
Thanks!
| Nick Wagner (Feb 06, 2007 at 05:24 GMT) Resource Rating: 4 |
Thanks.
| T Squared (Thanhda Tie) (Feb 06, 2007 at 06:09 GMT) |
Good job btw.
| Michael Hense (Feb 06, 2007 at 15:29 GMT) |
nice stuff AF... big time thx...
--Mike
| Jeff Murray (Feb 06, 2007 at 22:38 GMT) |
I put space orc in mine and it looks great... thanks for sharing this. I totally appreciate it :)
| Alienforce (Feb 06, 2007 at 23:33 GMT) |
Thanks for comments.
I have decided to release a TGEA enhancement addon for the kits which takes advantage of TGEA rendering
possibilitys. It will include the SpaceOrc with his spacegun :) and full rewrite of the materials to support normalmaps etc..
Stay tuned for a eyecandy update really soon ;) and ofcourse updates on the kits.
And please remember this is a alpha release so dont forget to post any issues in the dowload thread.
Edited on Feb 06, 2007 23:34 GMT
| T Squared (Thanhda Tie) (Feb 07, 2007 at 00:23 GMT) |
| Alienforce (Feb 07, 2007 at 01:29 GMT) |
It works, just Launch the missioneditor find the "Sun" object and under "scene lightning" activate the properties that suit your needs.

Edited on Feb 07, 2007 01:29 GMT
| T Squared (Thanhda Tie) (Feb 07, 2007 at 02:02 GMT) |
| James Laker (BurNinG) (Feb 12, 2007 at 09:25 GMT) Resource Rating: 5 |
| James Brad Barnette (Feb 12, 2007 at 21:16 GMT) |
BTW I tried droping the content of the space orc folder into the player folder and I have the space orc but he is all white? so I have to add some code for his shader or something somewhere?
| Alienforce (Feb 13, 2007 at 00:10 GMT) |
Just copy all of the content of the SpaceOrc folder into the player folder should do the trick.
Just did a recheck with a clean TGEA starter.fps without any changes.
Keep me posted.
| James Brad Barnette (Feb 13, 2007 at 15:17 GMT) |
| Alienforce (Feb 16, 2007 at 00:37 GMT) |
I just downloaded the final TGEA 1.0 version and will ensure that the starter kits works ok.
So the release of the starter kits will be done asap.
Stay tuned.
| James Brad Barnette (Feb 16, 2007 at 03:42 GMT) |
may should try porting the 1.5 starter kits instead of the 1.4.2 ones. they are much nicer starting points.
I can host them if you dont have them
| James Brad Barnette (Feb 18, 2007 at 03:58 GMT) |
Edited on Feb 18, 2007 03:59 GMT
| Alienforce (Feb 18, 2007 at 10:12 GMT) |
A alpha port of the RTS kit is also in the loop now.
@James
I have ported almost everything in the 1.5 starter kit the only thing is that i dont know how to be able share the 1.5 kit since it contains new art only the costumer who bought the 1.5 upgrade are entitled to.
Working on Atlas :) to be included.
| James Brad Barnette (Feb 18, 2007 at 18:42 GMT) |
These starter kits are legacy terrain right?
| James Brad Barnette (Feb 19, 2007 at 21:41 GMT) |
| Alienforce (Feb 20, 2007 at 15:00 GMT) |
| James Brad Barnette (Feb 20, 2007 at 15:16 GMT) |
| Thomas Pederson (Feb 21, 2007 at 02:32 GMT) |
Also I think I noticed somewhere that TGEA had 1.5 integrated with it, I'm just not sure where I read that. Ah right it wasn't 1.5 but it was the lighting kit on the front page of TSE ehm, TGEA here's the link http://tdn.garagegames.com/wiki/Torque/LightingSystem The lighting kit is what the major diffrence is between 1.4 to 1.5. So it kind of looks like you can because TGEA and TGE 1.5 have the same thing, but until I hear different sharing 1.5 contents to TGEA would be against the license agreements. But I have both so thats not too much of a problem for me. :)
| James Brad Barnette (Feb 21, 2007 at 15:34 GMT) |
| Gianfranco Barone (Feb 21, 2007 at 16:09 GMT) |
James, I agree with you: as the content is licensed royalty free I don't see the problem.
There is just a rescrition: TGE 1.4 owners can't use the content pack shipped with alienforce tgea starter to develop your game. The restriction belongs to 1.4 owners and no to alienforce (by my point of view).
alienforce is entitled (i think) to make the starter kit with all the content for 1.4 e 1.5 owners. But only 1.5 owners are entitled to devolop on this starter (unless 1.4's strip down all not licensed content).
This is like to use content of quake o half-life the same issue.
This homever point me to a second licensing issue related to first:
In Eula there is clearly explained you can't use torque to make game makers, so I think this mean you can't make your game moddable (allow customers of your game to make their own mission). Am I right ?
Follow me:
I make a game with modding features (but without source code and *.cs as license told me)
customer of my game can make his own mission, with his buildings and characters
Customer can sell his mod
If I release the game for free (license allow me to do that), the customers can use my game to make their game (that's as a game maker tool).
OK without sourcecode and *.cs is no easy to do that, if the game is and fps shooter you can't mod to rts, but homever is no a big effort to make another fps shooter.
What do you think about ?
| James Brad Barnette (Feb 21, 2007 at 16:37 GMT) |
| Gianfranco Barone (Feb 21, 2007 at 16:49 GMT) |
Ah yes, thank for explanation.
| Alienforce (Feb 23, 2007 at 20:28 GMT) |
Since the port of RTS kit seems to take little more time then i have counted for :/
I will release the updated Starter.Fps and Starter.Racing this weekend and hopefully the
RTS starter kit will be out sometime next week.
Stay tuned.
| Mark Dimayo (Feb 24, 2007 at 20:10 GMT) |
I am new to TGE(A) and am doing a bunch of research on possible RTS engines. So far judging from the screenshots and videos, I am highly impressed with what TGEA has to offer for the cost. I was looking at purchasing TGE 1.4.2 with the RTS starter kit; however, obviously TGEA is the superior engine, but it is lacking the RTS starter kit at this time.
So being a noob to the TGEA scene, is the starter kit that Alienforce plans on releasing going to be free so long as I purchase TGEA?
Also, seeing as how graphics aren't all important in RTS games (my opinion), do you think I would be better off going with 1.4.2 in terms of system resources (think RTS people :) )? It has been my experience that newer engines just eat up system resources. I would value smooth game play over pretty shaders.
Alienforce, will the port you release include all the features of the 1.4.2SK?
Thanks,
Mark
| Alienforce (Feb 26, 2007 at 20:43 GMT) |
New versions of Starter.Fps and Starter.Racing available.
Download
Starter.RTS - Will take some more time. 60% done.
Starter.FPS 1.5 - Done, Just dont know how to give users of 1.5 and TGEA access to the files.
Demo 1.5 - 80% done.
No TGEA "eyecandy" included, these are straight ports from TGE 1.4.2 to TGEA
I have decided to port the "Kits" just as they are in their current version on TGE
but i will do "expansion" packs to add if wanted.
More updates in the next couple of days.
| James Brad Barnette (Feb 27, 2007 at 22:21 GMT) |
| Emmanuel Nwankwo (Feb 28, 2007 at 18:03 GMT) |
in place of the existing water demo and this should work, but instead it does not even load up. The water demo works fine.
I am using TGEA 1.0
| Matthew Jessick (Feb 28, 2007 at 18:44 GMT) |
$defaultGame = "starter.racing";
You may have forgotten the semi-colon at the end of the line.
| Emmanuel Nwankwo (Feb 28, 2007 at 19:30 GMT) |
| Vince McMullin (Mar 03, 2007 at 21:40 GMT) |
Please email it. vamman@gmail.com
| Sean Darling (Mar 15, 2007 at 11:40 GMT) |
| James Brad Barnette (Mar 31, 2007 at 21:47 GMT) |
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12287
Edited on Mar 31, 2007 21:49 GMT
| James Laker (BurNinG) (Apr 01, 2007 at 17:42 GMT) Resource Rating: 5 |
| James Brad Barnette (Apr 01, 2007 at 19:44 GMT) |
Unless one of you chaps wanna help me I have a pretty good game Idea worked out. I think it could be completed farley quickly as it dances around all of the weak points in the art pipeline.
anyone interested email me.
calmasacow@yahoo.com
Edited on Apr 01, 2007 19:47 GMT
| Alienforce (Apr 02, 2007 at 05:00 GMT) |
Sure James i can do a port of it :)
I will post some updates/progress reports later on this week.
| James Brad Barnette (Apr 02, 2007 at 15:27 GMT) |
| __Peter__ (Apr 08, 2007 at 03:57 GMT) |
I am thinking of creating a game that requires features from the RTS Starter kit with the latest TGEA. However, the RTS Starter kit is based on TGE 1.3. There are many changes in TGEA since 1.3.
Shouldn't the RTS starter kit be constantly updated to the latest version so that whoever buys it can get started immediately, instead of trying to manipulate the engine code.
I see that there is an alpha port of the RTS starter kit to TGEA from earlier posts. Wonder when will it be ready and how can I get it? Thanks.
| Jonathon Stevens (Apr 08, 2007 at 04:03 GMT) |


| James Brad Barnette (Apr 14, 2007 at 03:42 GMT) |
| Alienforce (Apr 14, 2007 at 20:08 GMT) |
| Emmanuel Nwankwo (Apr 16, 2007 at 11:40 GMT) |
| James Brad Barnette (Apr 17, 2007 at 14:08 GMT) |
| James Brad Barnette (May 02, 2007 at 02:20 GMT) |
| Alienforce (May 03, 2007 at 13:56 GMT) |
My intention is to release the starter.kits in a couple of days.
| James Brad Barnette (May 03, 2007 at 22:44 GMT) |
| Alienforce (May 19, 2007 at 17:28 GMT) |
All based on latest version of TGEA.
Stay tuned for more info.
| Gianfranco Barone (May 19, 2007 at 18:17 GMT) |
| Andy Hawkins (May 20, 2007 at 00:51 GMT) |
| Alienforce (May 25, 2007 at 10:32 GMT) |
I am holding back the releases until 30 May to sort out some bugs and issues.
(Like and Andys problem) Sorry for the delay but i really want to make 100% working.
| TSK (Jun 01, 2007 at 07:23 GMT) Resource Rating: 5 |
| Andy Hawkins (Jun 01, 2007 at 10:33 GMT) |
www.garagegames.com/mg/forums/result.thread.php?qt=62018
and the patchy terrain...
www.garagegames.com/mg/forums/result.thread.php?qt=62019
| Alienforce (Jun 01, 2007 at 16:42 GMT) |
Thanks all for your patience.
| John Adams (Jun 03, 2007 at 13:04 GMT) Resource Rating: 4 |
let me know what you think....

Edited on Jun 03, 2007 13:05 GMT
| James Brad Barnette (Jun 03, 2007 at 16:19 GMT) |
| John Adams (Jun 03, 2007 at 17:03 GMT) Resource Rating: 4 |
You can adjust the look in the alpha channel of the Normal map.

Edited on Jun 03, 2007 17:21 GMT
| Alienforce (Jun 03, 2007 at 18:49 GMT) |
Stay tuned. I have devoted the next upcomming days just to get these kits ready.
| Jonathon Stevens (Jun 03, 2007 at 22:21 GMT) |
| Eikon Games (Jun 04, 2007 at 08:06 GMT) Resource Rating: 4 |
| Adam Beer (Jun 09, 2007 at 19:51 GMT) |
| James Brad Barnette (Jun 09, 2007 at 23:04 GMT) |
Keep up the great work though.
| Alienforce (Jun 10, 2007 at 16:28 GMT) |
But for the tech stuff. I have been stuck with issues with transparence material bugs and max exporter issues with the "sort mesh" not supported by TGEA :/ also i am working get the HUD working with starter.racing and DTS ShapeReplicator 100% working and get rid off any non orginal kits behaviors :)
My goal is to release starter.fps (1.4.2 and 1.5.2), starter.racing and starter.rts (1.0) at the same time.
There will be two versions of every kit, one exported exactly as the orginal kit and the other with "eyecandy" features enabled to showoff TGEA.
More news later on....
| James Brad Barnette (Jun 10, 2007 at 17:28 GMT) |
well if you need any art help let me know.
| JoZ (Jun 11, 2007 at 21:38 GMT) |
Hi, I'm experimenting a lot of problems with transparencies in TGEA, can I ask you if you find some docs usefull to post some links to them? Yet searched a lot but nothing usefull found by now...
Tnx,
JoZ
| James Brad Barnette (Jun 20, 2007 at 20:02 GMT) |
Is this still gonna happen man?
| Deception Games (Jun 21, 2007 at 04:41 GMT) |
http://tdn.garagegames.com/wiki/TSE/Materials/Translucency
Tried this and works for a few but not all my transparencies
new Material()
{
mapTo = ;
baseTex[0] = "";
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
alphaRef = 20;
| Shayne Uhr (Jun 27, 2007 at 03:01 GMT) Resource Rating: 5 |
| James Brad Barnette (Jun 27, 2007 at 16:06 GMT) |
| Alienforce (Jun 27, 2007 at 17:14 GMT) |
| James Brad Barnette (Jul 05, 2007 at 20:56 GMT) |
| Alienforce (Jul 06, 2007 at 16:15 GMT) |
| Alienforce (Jul 13, 2007 at 02:13 GMT) |
| James Brad Barnette (Jul 13, 2007 at 12:19 GMT) |
email me calmasacow@yahoo.com
| Alienforce (Jul 16, 2007 at 23:48 GMT) |
Also having a huge problem with getting a good looking Atlas2 terrain of the stronghold.
Looks great from far away like most of the screenshots of Atlas terrains :) but in fps/3ps worldview it looks not good at all. Have been trying to rewrite/modify the legacy terrain insteed to support larger textures and have used 512x512, 1024x1024 and even a 2048x2048 just for fun. The problem is when using larger terrain textures they get very "fuzzy and blurry" and i havent found any way to get them sharp yet.
| Alienforce (Jul 19, 2007 at 15:39 GMT) |
To get you up and running faster.
There will be a fresh update in a couple days :)
Stay tuned!
| Alienforce (Jul 24, 2007 at 19:36 GMT) |
| Alienforce (Jul 24, 2007 at 21:19 GMT) |
i will NOT wait for the 1.02 release... :) Updates will soon arrive.
!
| Adam Beer (Aug 04, 2007 at 00:34 GMT) |
| Alienforce (Aug 25, 2007 at 00:44 GMT) |
They will be online after some final tests during the week end.
| Nicholas Irvin (Aug 26, 2007 at 21:21 GMT) Resource Rating: 5 |
| Andy Hawkins (Aug 28, 2007 at 23:49 GMT) |
| Alienforce (Sep 01, 2007 at 06:26 GMT) |
| Adam Beer (Sep 01, 2007 at 06:30 GMT) |
| Stefan *Shaderman* Greven (Sep 01, 2007 at 06:33 GMT) |
Edited on Sep 01, 2007 06:33 GMT
| James Brad Barnette (Sep 03, 2007 at 19:05 GMT) |
calmasacow@yahoo.com
| James Brad Barnette (Sep 07, 2007 at 01:01 GMT) |
| Alienforce (Sep 07, 2007 at 11:08 GMT) |
its ready really soon now.
| Jonathon Stevens (Sep 07, 2007 at 13:31 GMT) |
I'm sure several others besides myself would be willing to help iron out any remaining problems so everyone could get their hands on this before the next TGEA update comes out ;)
| Alienforce (Sep 08, 2007 at 16:17 GMT) |
Link:
http://garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13534
No need for wait for my ports :)
| Jonathan (Dec 09, 2007 at 16:37 GMT) |
| Alienforce (Dec 09, 2007 at 17:40 GMT) |
I am back working on this kits finaly again :) and also doing ports for Torque X.
Smaller updates will follow and the finals beginning of Jan.
| metalliandy (Dec 09, 2007 at 17:44 GMT) |
I am eagerly awaiting your next release :)
Do you have any idea on a time-scale?
| Alienforce (Dec 09, 2007 at 18:08 GMT) |
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4.8 out of 5


