Plan for Edward Gardner
by Edward Gardner · 08/28/2001 (4:30 pm) · 0 comments
Wow, busy couple of months.
Been noticing that all the new .plans, that some people just don't wuite get it :) Think of this as a dev diary.
Anywho, lessee. The paper was accepted by the Geological Society of America
http://gsa.confex.com/gsa/2001AM/finalprogram/abstract_28100.htm
So, I bought the v12 license. Man, this thing rocks. In less than 2 weeks, I got further in v12 than I did in Descent 3, any of the engines (Morfit, Gen3D, etc), or VRML.
I'm doing vehicles just for grins, and because it's nice to have something for the other users to use to locate you. I have started importing terrain sections, and have a working tech demo.
This will either be a total success at GSA, or they will laugh me outta the building.
So far, from a .plan I have been keeping elsewhere:
- Compiled as a windows app to get rid of console
- Judd Pickell created a killer title screen
- Judd Pickell is working on a skin for the dude (used a Skin created for T2 armor, just to say we have our own stuff).
- Got the Milkshape exporter to work on another machine, got a ship exported and in the game. It flew sideways, was not textured and the pilot "sat" in mid-air several units below the ship model and facing the wrong direction, but it worked (later fixed).
- Edited more Tribes 2 stuff out of the vehicle script.
- added multiple commands to spawn each type of vehicle
- recompiled app to add "health" bars for players and vehicles
- added respawn code, for accidental deaths from falling from great heights
- added "you are out of the area" warnings
- hack a compass/map into the main gui
-renamed the models to make sense, cleaned out the models not being used
- added code for player health, just to see
- added keybinding functions to automate vehicle spawn
- added default 3rd person view
- Replace Eagle model so it doesn't get stuck in the ground
- added custom armor skin
- Working ship textures: They ain't purdy, but I know they work
- working on properly oriented terrains from the magellan venus stuff, seems to be a bug in v12 terraforer that inverts the PNG when it renders it.
- collected the gridded 256x256 bitmaps of the "field area"
Stay tuned!
Been noticing that all the new .plans, that some people just don't wuite get it :) Think of this as a dev diary.
Anywho, lessee. The paper was accepted by the Geological Society of America
http://gsa.confex.com/gsa/2001AM/finalprogram/abstract_28100.htm
So, I bought the v12 license. Man, this thing rocks. In less than 2 weeks, I got further in v12 than I did in Descent 3, any of the engines (Morfit, Gen3D, etc), or VRML.
I'm doing vehicles just for grins, and because it's nice to have something for the other users to use to locate you. I have started importing terrain sections, and have a working tech demo.
This will either be a total success at GSA, or they will laugh me outta the building.
So far, from a .plan I have been keeping elsewhere:
- Compiled as a windows app to get rid of console
- Judd Pickell created a killer title screen
- Judd Pickell is working on a skin for the dude (used a Skin created for T2 armor, just to say we have our own stuff).
- Got the Milkshape exporter to work on another machine, got a ship exported and in the game. It flew sideways, was not textured and the pilot "sat" in mid-air several units below the ship model and facing the wrong direction, but it worked (later fixed).
- Edited more Tribes 2 stuff out of the vehicle script.
- added multiple commands to spawn each type of vehicle
- recompiled app to add "health" bars for players and vehicles
- added respawn code, for accidental deaths from falling from great heights
- added "you are out of the area" warnings
- hack a compass/map into the main gui
-renamed the models to make sense, cleaned out the models not being used
- added code for player health, just to see
- added keybinding functions to automate vehicle spawn
- added default 3rd person view
- Replace Eagle model so it doesn't get stuck in the ground
- added custom armor skin
- Working ship textures: They ain't purdy, but I know they work
- working on properly oriented terrains from the magellan venus stuff, seems to be a bug in v12 terraforer that inverts the PNG when it renders it.
- collected the gridded 256x256 bitmaps of the "field area"
Stay tuned!
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