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Rex's Blogs

DSQTweaker - Now available at GG!

I'm pleased to announce the arrival of DSQTweaker! It's available in the Garage Games store for the $39.95 (indie)!

Author Rex Date 08/21/2009 (6:52 am) Comment 20 comments

GDC09 Days 1-2-3: BrokeAssGames, Leveling Up

I have tried on three separate sessions to post up some of the GDC experience we were graciously awarded by GG. The first ended in failure at 1:40am Day1, second aborted at 1:18am Day2, the third was a half-hearted organizingBlitz of photos before the inspections on our first home. I've finally managed to get pulled together enough to bloqOut on GDC09.

Author Rex Date 03/28/2009 (6:22 pm) Comment 4 comments

Poser2Ms3d: Imported Figure Creation: Hierarchy & Groups

Now that Poser can be utilized by Torque developers for content via the PhilC & BrokeAssGames.com plugin, [url=http://ist...

Author Rex Date 12/26/2008 (3:01 pm) Comment 4 comments

Hey Ho....Let's GO!

Time for Change! More Guitars, Less Crossbows! After having been immersed in the 'modern' combat art of CSK for the bet...

Author Rex Date 07/01/2008 (1:44 am) Comment 5 comments

Vehicles: WheeledVehicle: introducing, "The uniFrame"!

This is the uniFrame, multi-purpose vehicle chassis system I have been developing for a...

Author Rex Date 03/19/2008 (4:37 pm) Comment 2 comments

The baseHuman Project

Happy New Year! After having gotten my rig protoTyped well enough and discovering that I ca...

Author Rex Date 01/04/2007 (1:32 am) Comment 6 comments

Adventures in fragMOTION: Merging & protoTyping the baseHuman

Greetings! Happy New Year! My last Posting on fragMOTION delt with the program's ability to mimic Torque's mounting scheme and the Customizable UI that the author has provided. Both of the featur...

Author Rex Date 12/30/2006 (4:58 pm) Comment 6 comments

Got Market Base? you should...

It's over.... The awaited hour approached like a cresendo; all the while THEY waited. THEY waited for roughly 30 hours in sitting on the pavement, in camping chairs, and even tents to keep the e...

Author Rex Date 11/17/2006 (4:49 pm) Comment 14 comments

Adventures in fragMOTION

I have recently become very 'attached' to fragMOTION, a robust, lowcost 3D modelling package that concentrates on animation as well as handling other standard shape creation commands; UV unwrapping/ma...

Author Rex Date 09/28/2006 (2:51 pm) Comment 7 comments

Milkshape3d: Vertex Weighting: Possible!

Warning: Large Image involved... Sorry all, to Blog again so soon, but my, my I've been busy investigating things here and there; helping tutor someone on Ms3d modelling to successful player & anim...

Author Rex Date 06/10/2006 (4:39 am) Comment 6 comments

IK Groupings, Nodes, & the Magik of Exporters

I have stated, in probably more than a few places, that you would never see a player shape exported from gameSpace that would load the default SDK sequences...it's a FAQ by users of the Caligari packa...

Author Rex Date 06/09/2006 (12:14 am) Comment 6 comments

Plan for Rex

Having finished and published my gameSpace to DTS player example in the TDN, I'm pushing forward after seeing the outline provided by the Max & Maya articles, and will attempt to put onto the network, any gameSpace examples that will mesh with the existing framework. Stay tuned; the 'simpleShape' article I'm working on right now is being hammered together and is looking pretty good. Nothing about gameSpace is 'simple'...

Author Rex Date 11/03/2005 (6:47 pm) Comment 4 comments

Plan for Rex

Having recently completed porting a Milkshape Blends article from my personal webpages, I'm now beginning to bring a gameSpace2DTS player character article to the TDN. Stay tuned as it developes. I'm mirroring the structure along the lines of the Max articles, although the complex character tutorial is not yet present on the TDN, I'm forging ahead to bring the gameSpace and Milkshape modeling packages into the fray, as it were.

Author Rex Date 10/23/2005 (3:44 pm) Comment 0 comments

Plan for Rex

I have begun porting over from my personal webpages, the Milkshape2Blends article for the new TDN, which I'm allowed by virture of my owning the SDK[as it's in beta] along with many, many others in this thriving Community of creative people. This will take some time, as this new system had me baffled at first, but I've managed to get a few items in the page. I fear though I may have may the page too 'high' in the hierarchy of things, and would like to get it eventually moved to the DTS section and more specifically a Milkshape subSection....yada, yada. See more at the super neato TDN, which, as it's filled daily/hourly by eager documentors...let me know how I'm doin'.

Author Rex Date 10/15/2005 (2:07 am) Comment 0 comments

Plan for Rex

Setting up Blend Sequences in Milkshape3D will demonstrate how I, with the guidance from a respected Community Member, finally got my blends working inside the engine. I had struggled for a few full days of working at this and had given up hope of getting a successful result until I brought up the subject near the end of a session working on a Milkshape side project.

Author Rex Date 09/06/2005 (4:09 am) Comment 0 comments

Plan for Rex

After texting with Joe M, @ GG in a Thread; I decided to put together another online Guide[GGResource], describing the Process for adding additional Nodes[ms3d Joints], without losing the Transforms setup previously. This process gets a little tedious and it's a little tricky, but it does work and this is my attempt to document it's validity thru demonstration of the techniques. During my testing and protoTyping, I managed to get a player shape that loaded all the default SDK sequences, and, contained the maximum of 8 mountPoints. All ended up with usuable orientation/alignment, requiring virtually NIL script offsets!

Author Rex Date 07/31/2005 (6:37 pm) Comment 2 comments

Plan for Rex

http://pages.sbcglobal.net/rexpiscator/_wsn/page3.html is my attmpt to document a workflow thru GameSpace to produce DTS/DSQ content. I've taken the Buzz3d elf and done some voodoo to it to get it to appear in the ShowToolPro and the engine as a player. Stay tuned for results, and please submit any corrections/additions to my ongoing Project...

Author Rex Date 01/31/2005 (5:48 am) Comment 1 comments

Plan for Rex

My immediate .Plan is to get more data pumped into my online guide for setting up a Player-character in GameSpace for exporting to DTS/DSQ formats.

Author Rex Date 01/26/2005 (11:58 pm) Comment 2 comments