Torque Art and all that
by James Bond · 01/03/2007 (7:31 am) · 8 comments
Welcome to my first .plan of 2007. Although I was planning of working away on video game development for the next 12 months, A really interesting and exiting project has come my way. I have decided to write a guide. Wether this ends in a complete printed book or a comprehensive on line reference guide i'm not sure. However one thing is for sure, I'm going to be a very busy person indeed.
Please say hello to T-Art. The complete artist guide to the Torque Game Engine.
T-Art
This is going to be a mammoth task to follow through to completion but it is something that just needs to be done. I will be calling on some members of this community to make this a reality, so audience participation is very much welcome. Over the next month or so I will be distributing the first pages of T-Art to a small number of people. This will be for quality assurance and to ensure that any public versions will be both concise and accurate.
A very small excerpt from the introduction
"Throughout the guide we will be using the infamous starter.fps that is included with Torque Game Engine as a template. What we will be doing here is taking the starter.fps and fully converting it to starterSCIFI.fps. This should cover all bases of the content creation pipeline, from changing the terrain to setting up complex lighting arrangements to creating your own character's (and animations) and structures."
This .plan is an open invitation to you the community. If you have something that you would like to contribute then please feel free to throw me an email. I make no guarantees that this will become a commercial product however anything that you do offer to T-Art will be credited appropriately.
This is going to take some doing, already the biggest hurdle that I can see at this point is the sheer amount of tools that you can use to create TGE art assets. I have devised a way to keep the information contained in this guide as relavent to most people that is reasonably practical. I don't want to discuss the inner workings of that just yet though, some things are just better read than described.
In other news
Jacob and Myself are working hard over at Fundemic on our debut title Dr Invincible. We will be using TGB to create this game. It is predominantly a puzzle game, that has a crude sence of humour. I really cant wait to show this off to you guys. It is perhaps the most simplistic game idea that I have ever come up with. Sometimes the simple ones are the best, and in Dr Invincible I'm sure we have an addictive game on our hands.
Please say hello to T-Art. The complete artist guide to the Torque Game Engine.
T-Art
This is going to be a mammoth task to follow through to completion but it is something that just needs to be done. I will be calling on some members of this community to make this a reality, so audience participation is very much welcome. Over the next month or so I will be distributing the first pages of T-Art to a small number of people. This will be for quality assurance and to ensure that any public versions will be both concise and accurate.
A very small excerpt from the introduction
"Throughout the guide we will be using the infamous starter.fps that is included with Torque Game Engine as a template. What we will be doing here is taking the starter.fps and fully converting it to starterSCIFI.fps. This should cover all bases of the content creation pipeline, from changing the terrain to setting up complex lighting arrangements to creating your own character's (and animations) and structures."
This .plan is an open invitation to you the community. If you have something that you would like to contribute then please feel free to throw me an email. I make no guarantees that this will become a commercial product however anything that you do offer to T-Art will be credited appropriately.
This is going to take some doing, already the biggest hurdle that I can see at this point is the sheer amount of tools that you can use to create TGE art assets. I have devised a way to keep the information contained in this guide as relavent to most people that is reasonably practical. I don't want to discuss the inner workings of that just yet though, some things are just better read than described.
In other news
Jacob and Myself are working hard over at Fundemic on our debut title Dr Invincible. We will be using TGB to create this game. It is predominantly a puzzle game, that has a crude sence of humour. I really cant wait to show this off to you guys. It is perhaps the most simplistic game idea that I have ever come up with. Sometimes the simple ones are the best, and in Dr Invincible I'm sure we have an addictive game on our hands.
About the author
Recent Blogs
• how I got my MoJo back• Update
• My how things change.
• well thats another week gone...
• New Website TGB and more
#2
01/03/2007 (8:41 am)
Thanks Adam. I have a feeling i will need it :)
#3
01/03/2007 (8:46 am)
Good luck, this would be fantastic! The part I have always found hardest is the animation side, and how it is linked to TorqueScript and the engine itself. A guide into the inner workings of that would be a great help to me! :D
#4
www.lowpolycoop.com/forum/viewforum.php?f=9
www.lowpolycoop.com/forum/viewtopic.php?t=8
www.lowpolycoop.com/forum/viewtopic.php?t=180
www.lowpolycoop.com/2006/03/polyglog-01-trial-run.html
Also, Terry is working on some tuts for LOD in Blender and on the new map exporter for Blender.
Scott
01/03/2007 (11:32 am)
Good luck James -- I'd be happy to help where I can, especially with Blender. Here are a couple of links to get you started:www.lowpolycoop.com/forum/viewforum.php?f=9
www.lowpolycoop.com/forum/viewtopic.php?t=8
www.lowpolycoop.com/forum/viewtopic.php?t=180
www.lowpolycoop.com/2006/03/polyglog-01-trial-run.html
Also, Terry is working on some tuts for LOD in Blender and on the new map exporter for Blender.
Scott
#5
I'll help with the max side of things for T-Art.
You know how to contact me :P
-Griff
01/03/2007 (1:27 pm)
Keep at it James.I'll help with the max side of things for T-Art.
You know how to contact me :P
-Griff
#6
01/03/2007 (1:40 pm)
Sure thing mate.
#7
Good luck with SCIFI.fps - I'll be keen to use it.
01/03/2007 (2:11 pm)
Thanks for the Blender tutes. I'm grabbing them now. Good luck with SCIFI.fps - I'll be keen to use it.
#8
I offer my humble services...
I can provide Blender models and/or I can check grammar, spelling, and general clarity of your writing.
Good luck! :D
01/04/2007 (6:55 am)
Wow! I admire you for attempting such a monster project.I offer my humble services...
I can provide Blender models and/or I can check grammar, spelling, and general clarity of your writing.
Good luck! :D

Torque 3D Owner Adam
Adam deGrandis