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by dsfsd · 03/02/2007 (11:51 am) · 22 comments

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#1
03/02/2007 (11:57 am)
Woah, awesomeness!
#2
03/02/2007 (11:59 am)
Hmm might try to get some high-res shots going on.
#3
03/02/2007 (12:00 pm)
Nice! So that's why you were in so early yesterday :-)
#4
03/02/2007 (12:03 pm)
DAAAAMMMNNNN! Nice work, Tim!
#5
03/02/2007 (12:07 pm)
Wow, very very impressive.
#6
03/02/2007 (12:11 pm)
Nice stuff Tim.
#7
03/02/2007 (12:23 pm)
My favorite us the use of the varied geometry to break up the scene (also help that all those pipes are nice and smoothed out, constructor at work i bet), particle effects to sell the mood and some good usage of lighting.

Though you might want to check the texture for the back of your player model in those videos tim, looks like you might have UVW template overlay still on the back of your character there. Also why is the bloom on the gun the same color as the lava glow?
#8
03/02/2007 (12:24 pm)
All i can say is DAMN, it look better then some of the next gen games on the 360 and PS3, does your environment have normal mapping or is that bump?

Great job you are inspiring alot of us keep up the great work
#9
03/02/2007 (12:50 pm)
KICK @$$!

Nice job Tim! Besy of luck with GDC.
#10
03/02/2007 (1:11 pm)
The color and atmospere look nice.

I'd like to see more mid level details on the pipes. Some seams and rivets would break em up and make them feel more real. Some dirt/grime to blend in the transition from pipe to structure along with a clamp.

Great start!
#11
03/02/2007 (1:57 pm)
Dude that's awesome!

Good luck at GDC, althought I don't you'll need it!
#12
03/02/2007 (2:09 pm)
Tim!!! Nice stuff here:) I have a question for you that just popped in my head, I hope this hasn't been asked a million times to you before. I have bought, well more than a few of your content packs, what are the rules concerning re-using any of your textures? I wanted to make sure that is was ok to use some of them before i put them in my own objects. I just wanted to make sure I wasn't taking away from your hard work, and most of the time I only use the textures as textures to paint with in Photo shop, so they generally don't stay the same as you made them, but there are a couple of exceptions, and of coarse i would never advertise them as my own. Just curious:)

Thankx!!
Bobby Leighton
#13
03/02/2007 (3:20 pm)
Very cool. How did you do the lava flow?
#14
03/02/2007 (4:11 pm)
The demo map is looking nice :)

I do however thing its time for GG to make us a nice glass entity for constructor so we dont see through geometry when using transparent materials in game (for instance in your map the glass floors). Dont forget the field to allow light to pass through and diffuse :)

Keep it up
#15
03/02/2007 (4:15 pm)
Are all of the pipes and such, all DIFs? which if so, I guess the beauty of Constructor... And is that reflective floor or glass floor
#16
03/02/2007 (4:29 pm)
TGEA... Nice. Wow, infact. How much work does it take to get everything working / looking that nice. How much of that is stock and how much of that is special sauce (not really talking about the art - talent is evident there:) ) I'm just wondering what you have to do to make the engine magically look great like that. I'm hoping it's stock except the super special art.
#17
03/02/2007 (6:24 pm)
Hey Steve, just stock Torque. It helps I've been using it for awhile since I know the ins & outs, but nothing custom there. The only scripting is for the orbit cam. Hey Bobby, if you own the content pack, you can do pretty much what you want with the content. Andy: Just flagged the material as scrolling (basic material stuff, $scroll, check TDN), the shiny bits on the floor are just cube-maps, standard TGEA material stuff as well.

Jeremiah, I'd say about 50/50 DIF/Static Mesh stuff. TGEA's ability to process more geometry faster (e.g. advanced) allows me to use more static mesh stuff. That said, you have to be smart on usage. I get good framerates on that scene on a medium-high end computer (which is what I was targeting) because of smart LOD use, and containing stuff smartly in portalized sections. This is the way a lot of next-gen games are going to be for the next few years until something better comes along, smart usage of foundation, structural, containing BSP geometry, detailing done through smart static mesh use. Luckily, constructor was built with this technique in mind, check out Dave Wyands and Matt Fairfax's blogs about it. :)

Worked on this a bit more (detailed those pipes, got called on it, and was too lazy to unwrap them properly, so I went in and added some more detail). No time tonight to get updated shots, but thanks anyhow for the kind words. See you guys at GDC (or afterwards when I get back).

Tim A
#18
03/02/2007 (8:02 pm)
Sweet!!:)
#19
03/02/2007 (9:19 pm)
Quit lying! thats the Doom 3 engine!!!!
Seriously though - I can't believe its Torque! Awesome work.
#20
03/02/2007 (10:10 pm)
wow. that looks soo sweet.
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