Previous Blog Next Blog
Prev/Next Blog
by date

Horsepack TGEA port, Seawolf Submarine progress

Horsepack TGEA port, Seawolf Submarine progress
Name:Stefan Beffy Moises
Date Posted:Jul 06, 2007
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for Stefan Beffy Moises

Blog post
Hey folks,
yesterday I found some time to port the Horsepack over to TGEA - I have uploaded the new zip containing an "engine_TGEA" folder and the materials.cs file in the "data/shapes/horse" folder to the 3D-Diggers shop - please re-download it from your account page in the shop if you've already purchased the pack.
As the player class in TGEA, it lacks footpuffs, splashes and footsteps, that just isn't implemented in TGEA yet it seems... but it should work and be usable with TGEA now :) No fancy shaders or anything yet, but we might add those in the future... have fun! For testing you can use the TGEA starter.fps port!
Here is a pic:

And while I was at it, I've also started porting the upcoming "Seawolf" Submarine pack to TGEA... still has some problems like detecting the water height and no sight in first person view when underwater etc., but I'll resolve those issues in the next days I guess :)
Here are some pics, too:


Laters! :)

Recent Blog Posts
List:05/20/08 - Horsepack TGEA 1.7.0 update!
10/15/07 - Free giveaway for horsepack owners - "accouterments of knighthood" horse armor
10/06/07 - "Seawolf" Submarine Content Pack available NOW!
07/06/07 - Horsepack TGEA port, Seawolf Submarine progress
06/04/07 - AI Antelope - Sealife/Submarine Pack - PodRacer Pack
05/24/07 - "Project: Seawolf" - Submarine / Sea Life Content Pack by the 3D-Diggers
04/25/07 - Horsepack released!!
04/15/07 - Horsepack revisited!

Submit ResourceSubmit your own resources!

DodongoXP   (Jul 06, 2007 at 21:38 GMT)
sounds cool

cheers

Jeremiah Fulbright   (Jul 07, 2007 at 06:00 GMT)
Footprints are simple to get working, but sounds per material is a bit different (in case wanted particular sounds for horse on interior pieces or such).

The Water stuff is a bit funky due to the Bounds Box and some functions not being totally reimplemented, but got some of it working this past week if you want, feel free to email and I'll shoot you over my waterblock and you can pick and choose

Leroy Frederick   (Jul 07, 2007 at 13:30 GMT)
'You can bring a horse to water...' Nice stuff :-P
Edited on Jul 07, 2007 13:30 GMT

Mark Dynna   (Jul 09, 2007 at 14:58 GMT)
Stefan, if you get that "water height detection" problem worked out I would appreciate seeing how you did it. I ran into the same problem when implementing some player "swim" functionality in TGEA.

Stefan Beffy Moises   (Jul 10, 2007 at 17:36 GMT)
@Mark: the problem seems to be the worldbox calculation in TGEA (its higher than the real water surface position) - that leads to a wrong calculation of sWaterCoverage ... I had to change the "waterFind(SceneObject* obj,void * key)..." method for my submarine class... I guess you are using that method in ShapeBase / Player? (it's commented out by default).
I have "backported" WaterBlock::getSurfaceHeight() and am using that in "waterFind()" instead of
"wbox.max.z".... I can't post the code here, if you need more details, please drop me an email.

Mark Dynna   (Jul 11, 2007 at 17:14 GMT)
Email sent. BTW you missed adding AtlasObjectType to the sCollisionMoveMask at the top of horse.cpp. It kind of surprised me when I popped in my first horse and he fell right through my Atlas terrain! ;)

Stefan Beffy Moises   (Oct 08, 2007 at 18:08 GMT)
The Seawolf pack is out, see www.garagegames.com/blogs/8239/13683!

Columbia College Chicago (#0019)   (Mar 12, 2008 at 19:31 GMT)
Can you explain more in depth how you get the water to detect collision. Because I need to play animations and sound when my character touches water.

You must be a member and be logged in to either append comments or rate this resource.