Game Development Community

My First TorqueAT'Y adventures

by iHugMedia · 10/05/2006 (2:37 am) · 10 comments

Well, I bought TSE EA yesterday, and am very impressed with what I've seen of it so far, porting my project over was a little (well, quite) troublesome (recompiling difs was a bit tricky, but I've managed to mostly automate that now), but theres only so much you can do by using the Nvidia plugin on your old, low-res TGE textures, so as the artist I am I threw together a small test building to see how I found the Dif workflow. And it is Awesome, In the following picture I wrote two custom materials (the inside floor and the glass refraction) and use 512*512 normal maps on every surface, and am getting a nice 30fps on my 9600XT.
thelair-underground.com/pages/images/firsttat_small.jpg
It took a couple of hours to get the textures ready and make the interior, but I'm satisfied with the results.

#1
10/05/2006 (2:57 am)
I see that Mincetro finally has The Precious. :P



lame Gollum/your picture above joke.
#2
10/05/2006 (5:55 am)
its looks pretty cool, nice work on the normal mapping :)
but the glass looks a little strange
#3
10/05/2006 (6:27 am)
@Anton - lol, I didn't realize that

@Florian - Thanks for the compliment ;) Yeah, I used the Tendril shader as the effect, the ior is too great for the application of it I think, it's making it appear like a diamond rather than a pane of glass.
#4
10/05/2006 (7:45 am)
Looking good. Are you running a debug version at 30fps?
#5
10/05/2006 (7:45 am)
It look good. Happy Torquing!
#6
10/05/2006 (9:55 am)
Hey Mincetro,

Can you briefly walk through the "workflow" that you followed. I'm curious as to how artists are handling content creation with the shaders.

Thanks
Todd
#7
10/05/2006 (11:23 am)
Nice work Mincetro, I love the way the bump mapping makes the brick texture look!!

I would like to know since we will be porting our project from 1.4 to TSE pretty soon, did you have to change any textures because they did not coincide well with TSE?

I would hate to have done all this work only to find out stuff does not port well from TGE to TSE.
#8
10/05/2006 (2:19 pm)
@John,

I think it's not a matter of textures not porting well, it's more that they don't take advantage of what TSE can do. Lower quality / resolution textures from TGE (typically):) From what I've seen / read, it's pretty seamless to port stuff in (same basic structures and filetypes). Adding shaders and making stuff shiny and nice is what takes time (licking it - as my wife says:))
#9
10/05/2006 (3:36 pm)
@Marcus - I'm running the Releas build at 30fps, I heven't tried the Debug build yet.

@William - Well, firt I retreived my source textures, perspective corrected them etc. and generate their normal maps. Then I constructed the map in Quark, exported it using the TSE version of map2dif_plus and wrote the material definitions. I'm using the same workflow I used in TGE, but with a larger concentration on texture detail and more time in Torsion.

@John - All of the textures worked well, but most of them were 256*256, which I felt didn't do justice with the shaders, so I resampled them to 512*512. What Steve said ;)

@Michael - Thanks :P
#10
10/05/2006 (4:37 pm)
Thanks for the response Mincentro!