From the depths of Hell... a MACK T3D update
by Jondo · 04/15/2011 (12:49 pm) · 43 comments
This is a long overdue blog regarding the status of our Advanced Character Kit port to Torque3D.
We've had a ton of hurdles to overcome with this port. So much has changed since we originally planned for a simple ACK port to T3D. Its been a rough year or two for most of us here, so I will spare you the sad-stories from the B.A.G. camp and keep this blog about the positive points.
We truly apologize for not having better communication over the past many months. But we are "back" and really excited about the new direction at GG! We're glad to be a part of it and look forward to a big 2011 with the rest of the community.
The Main function of the ACK system has always been to demonstrate the possibilities with character functionality in the Torque engines, and to serve as the "end-all placeholder art" for your human-based game characters until AAA assets can be added to final projects. Its also a viable "final" character model for some game projects, depending on your graphic needs. Once adopted, the system can be used on other characters (with bvh named skeletons), as well.
This update is more than a port of the ACK system to T3D, we've also done a full overhaul of the functionality. More like a Modernization Kit for ACK. The final scope of features definitely affected our production time, but we feel it was worth it. There are still some issues to be worked out, but we are going to move into packaging the build and get the community involved in sorting out any tweaks needed. Now that the engine is nearing its first release build, its finally time to unleash ACKT3D on you. We are planning to package MACK and FACK T3D and submit it to GG by next week. If this is delayed, I will update you here.
I'm most excited to reveal some of the new features previously not included in the ACK system:
Over 60 new clothing meshes added to stack
More LODs
8 way added for movement
4 way melee attacks added
sprinting added
many new animations: ambient roots, movements, crouch/prone, swim
Full swinging arms/weapon arm toggling functionality
melee improvements
Doublejump/flip added
Mantling improved
Advanced skin swapping
Multitexture layers for decal style overlays such as tatoos, damage marks, etc.
Gender selection GUI example
That's where we're at, folks. More soon, and thanks for the continued patience!
Jondo
P.S.
Of course there's a video!
We've had a ton of hurdles to overcome with this port. So much has changed since we originally planned for a simple ACK port to T3D. Its been a rough year or two for most of us here, so I will spare you the sad-stories from the B.A.G. camp and keep this blog about the positive points.
We truly apologize for not having better communication over the past many months. But we are "back" and really excited about the new direction at GG! We're glad to be a part of it and look forward to a big 2011 with the rest of the community.
The Main function of the ACK system has always been to demonstrate the possibilities with character functionality in the Torque engines, and to serve as the "end-all placeholder art" for your human-based game characters until AAA assets can be added to final projects. Its also a viable "final" character model for some game projects, depending on your graphic needs. Once adopted, the system can be used on other characters (with bvh named skeletons), as well.
This update is more than a port of the ACK system to T3D, we've also done a full overhaul of the functionality. More like a Modernization Kit for ACK. The final scope of features definitely affected our production time, but we feel it was worth it. There are still some issues to be worked out, but we are going to move into packaging the build and get the community involved in sorting out any tweaks needed. Now that the engine is nearing its first release build, its finally time to unleash ACKT3D on you. We are planning to package MACK and FACK T3D and submit it to GG by next week. If this is delayed, I will update you here.
I'm most excited to reveal some of the new features previously not included in the ACK system:
Over 60 new clothing meshes added to stack
More LODs
8 way added for movement
4 way melee attacks added
sprinting added
many new animations: ambient roots, movements, crouch/prone, swim
Full swinging arms/weapon arm toggling functionality
melee improvements
Doublejump/flip added
Mantling improved
Advanced skin swapping
Multitexture layers for decal style overlays such as tatoos, damage marks, etc.
Gender selection GUI example
That's where we're at, folks. More soon, and thanks for the continued patience!
Jondo
P.S.
Of course there's a video!

Torque 3D Owner John "Mythic" Henry
EveronWorlds
switch the system to the bones you use? I know I could edit them myself, but
it is alot of work for a non-artist. I'd prefer to be able to use Both the
Soldier and Mack/Fack together without major Engine code changes...
Cheers