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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 | |
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| 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! :)
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! |
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Submit your own resources!| DodongoXP (Jul 06, 2007 at 21:38 GMT) |
cheers
| Jeremiah Fulbright (Jul 07, 2007 at 06:00 GMT) |
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) |
Edited on Jul 07, 2007 13:30 GMT
| Mark Dynna (Jul 09, 2007 at 14:58 GMT) |
| Stefan Beffy Moises (Jul 10, 2007 at 17:36 GMT) |
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) |
| Stefan Beffy Moises (Oct 08, 2007 at 18:08 GMT) |
| Columbia College Chicago (#0019) (Mar 12, 2008 at 19:31 GMT) |
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