AFX Presents: A Little Night Magic...
by Jeff Faust · 10/23/2006 (2:49 pm) · 35 comments
While we await the final release of TGE 1.5, I thought I would share some of the latest lighting enhancements we've made to the soon-to-be-published, Arcane-FX.

As we were developing AFX, we deliberately avoided using TLK for a long time. This wasn't because we didn't think TLK had anything to add, quite the opposite. We just wanted to make the best special effects possible using TGE plus AFX and nothing else. To avoid confusion, we refrained from using TLK or any other content packs when creating sample images and movies.

Eventually, we did add a few features that took some advantage of TLK when it was available, but these really just scratched the surface of what was possible. Then we learned that the AFX product was going to be built on the upcoming TGE 1.5 and that 1.5 would also incorporate integrated TLK lighting. Now that TLK would be the standard lighting system for Torque, we realized that we needed to go a little further with the lighting features in AFX.

First we made a number of enhancements to the AFX sample spell effects to improve their appearance under the starker TLK lighting. Then we implemented support for using TLK's sgUniversalStaticLights (called sgLightObjects in 1.5) and VolumeLights as AFX component effects. Finally, we created an alternative nighttime mission and added advanced lighting effects to most of the AFX sample spells to make them look great in day or night settings. The results can be seen in the images posted with this blog entry.

In the end we've found that AFX and TLK are a powerful combination. The TLK lighting adds many deep and flexible controls for incorporating advanced lighting in AFX special effects, and AFX offers powerful new ways to dynamically manage animated and mounted TLK lights.
To see a new movie showing AFX special effects using TLK lighting in a nighttime setting, visit here.
For more, visit arcane-FX.com.

As we were developing AFX, we deliberately avoided using TLK for a long time. This wasn't because we didn't think TLK had anything to add, quite the opposite. We just wanted to make the best special effects possible using TGE plus AFX and nothing else. To avoid confusion, we refrained from using TLK or any other content packs when creating sample images and movies.

Eventually, we did add a few features that took some advantage of TLK when it was available, but these really just scratched the surface of what was possible. Then we learned that the AFX product was going to be built on the upcoming TGE 1.5 and that 1.5 would also incorporate integrated TLK lighting. Now that TLK would be the standard lighting system for Torque, we realized that we needed to go a little further with the lighting features in AFX.

First we made a number of enhancements to the AFX sample spell effects to improve their appearance under the starker TLK lighting. Then we implemented support for using TLK's sgUniversalStaticLights (called sgLightObjects in 1.5) and VolumeLights as AFX component effects. Finally, we created an alternative nighttime mission and added advanced lighting effects to most of the AFX sample spells to make them look great in day or night settings. The results can be seen in the images posted with this blog entry.

In the end we've found that AFX and TLK are a powerful combination. The TLK lighting adds many deep and flexible controls for incorporating advanced lighting in AFX special effects, and AFX offers powerful new ways to dynamically manage animated and mounted TLK lights.
To see a new movie showing AFX special effects using TLK lighting in a nighttime setting, visit here.
For more, visit arcane-FX.com.
#22
Truly beautiful work! Good job!
Btw, is there going to be TSE version of AFX?
10/23/2006 (11:49 pm)
Awesomeness!Truly beautiful work! Good job!
Btw, is there going to be TSE version of AFX?
#23
10/24/2006 (5:56 am)
OOooohhh Shiney!
#24
10/24/2006 (6:52 am)
@ Juha Eerola -- TSE version is in the works. No details on release timing, cost, or product structure yet, but once the TGE 1.5 AFX gets settled, the TSE version will become a high priority.
#25
What is the pipeline for this FX set?
10/24/2006 (8:23 am)
Im wondering what is required to set up new spells and effects.What is the pipeline for this FX set?
#26
Ive been exited about what it would end with since way back where we discussed us stepping in to beta -sadly we was not ready to be of any sparring use back then. Sadly, cause I have been wanting so bad to use it since day 1, and sneak peaking at every info about ArcaneFX I could lay my eye on havent been the same as tampering with the code....
You done a great job and I wish to congratulate you (and the team behind) with the end result Jeff!
10/24/2006 (9:57 am)
Wow!Ive been exited about what it would end with since way back where we discussed us stepping in to beta -sadly we was not ready to be of any sparring use back then. Sadly, cause I have been wanting so bad to use it since day 1, and sneak peaking at every info about ArcaneFX I could lay my eye on havent been the same as tampering with the code....
You done a great job and I wish to congratulate you (and the team behind) with the end result Jeff!
#27
A high-level effect is represented by a choreographer, which organizes and times the whole into one or more phrases, arrays of structures called effect wrappers that enclose and provide timing for the actual, low-level component effects that are visualized.
Also, pay a visit to this page over at arcane-fx.com. The User Guide is stale, but the sample spell script is up-to-date. Looking at the script will tell you much more than I can convey in a few sentences. This is the script that creates the ring-of-fire fireball spell.
10/24/2006 (10:16 am)
@ Allyn "Mr_Bloodworth" Mcelrath -- First, here's a cryptic one sentence answer...A high-level effect is represented by a choreographer, which organizes and times the whole into one or more phrases, arrays of structures called effect wrappers that enclose and provide timing for the actual, low-level component effects that are visualized.
Also, pay a visit to this page over at arcane-fx.com. The User Guide is stale, but the sample spell script is up-to-date. Looking at the script will tell you much more than I can convey in a few sentences. This is the script that creates the ring-of-fire fireball spell.
#28
10/24/2006 (10:58 am)
Incredilicous as usual Jeff, great, GREAT work!
#29
10/28/2006 (11:53 pm)
Wow. looks awesome. when will this product be available?
#30
10/29/2006 (5:41 am)
@ T Squared -- Now that TGE 1.5 is released, we begin final beta testing this week. We're not expecting this to be a long extended beta, but the exact timeline depends on how testing goes. If testers scare up some showstopper bugs, the beta will take longer. I'd say we've got at least several weeks left before release.
#31
Let the bugs amount be as small as possible (or even no bugs at all!)! :)
10/29/2006 (6:26 am)
good news Jeff.Let the bugs amount be as small as possible (or even no bugs at all!)! :)
#33
Makes me speechless. Hope your beta will be successful and release it ASAP.
edit :As we're already in November, could you please let us know how your beta goes, any news about release?
11/16/2006 (5:24 pm)
wonderful!Makes me speechless. Hope your beta will be successful and release it ASAP.
edit :As we're already in November, could you please let us know how your beta goes, any news about release?
#34
05/07/2008 (11:56 am)
Nevermind. I just found the .plan for tgea 1.7
#35
05/07/2008 (1:00 pm)
holy old postings batman! btw xgamer, you don't have to use the included effects, they are to show off the AFX engine, not specifically to be used in an MMOG. Any developer must take into account the various aspects of an MMOG before deciding what can stay and go.
Torque Owner Joshua Dallman
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