Waterfalls, cliffs, rocks...
by Apparatus · 06/15/2008 (12:47 pm) · 11 comments
Somewhere down the road I will make a modified crossbow and maybe a new Kork altogether but for now, I am obsessed with what else can be brought in TGE to make it look great. What's missing, what's there and it's not used? Ive been thinking to ask GG to collect all useful resources (w they did already for the most part) and make them available officially. Last night I tried to export an animation and following forums posts and resources it took me a bit to figure out all the tricks to get it work. Anyway, I am now in a journey to make a TGE mission looking just as good as Crysis. I said looking and I meant it in a light way; we may not see destroyable stuff (or shoot trees to slice them up) but to some extent I believe it is possible.
So my todo list is:
1. stare at crysis levels a bit longer and figure out the level design (or maybe environment design)
2. work out a vegetation type
3. export some vegetation with ambient animations
4. make a modular collection of rocks and cliffs
5. new water textures
6. work out particles
and
7. add a rainbow (already did that but i have to wait to get the first waterfall working)
Pretty much possible. Sounds like a plan.
edit:
made a small test tonight, trying to figure out textures, animation type (texture or shape altogether); i'll go into particles really soon for water poofs:

So my todo list is:
1. stare at crysis levels a bit longer and figure out the level design (or maybe environment design)
2. work out a vegetation type
3. export some vegetation with ambient animations
4. make a modular collection of rocks and cliffs
5. new water textures
6. work out particles
and
7. add a rainbow (already did that but i have to wait to get the first waterfall working)
Pretty much possible. Sounds like a plan.
edit:
made a small test tonight, trying to figure out textures, animation type (texture or shape altogether); i'll go into particles really soon for water poofs:

About the author
Tarakibu Studio
#2
Keep up the amazing work.
06/15/2008 (1:00 pm)
I'm with you my friend. I believe it is possible for torque/TGEA it just need some great artist like yourself and a great imagination and the possibility is endless. I also was looking around and i came across this TGEA destroyable stuff Video it looks very similar to Crysis.Keep up the amazing work.
#3
06/15/2008 (1:13 pm)
wohoo nice test there; i think ime going for a tgea upgrade asap - that is, of course, if that code is included :)
#4
06/15/2008 (3:25 pm)
Quote:that is, of course, if that code is included :)That video is of Tom Spillman testing out his physX implemtation. I don't believe it's included in stock tgea, but...I don't know for sure.
#5

It seems a little offset when you watch the gif animation but given it was taken at random frames in tge the flow of water and splashes are biased.
06/15/2008 (3:47 pm)
@Mike Well I guess we have to wait. For now, I am going to work on my waterfalls:
It seems a little offset when you watch the gif animation but given it was taken at random frames in tge the flow of water and splashes are biased.
#6
06/16/2008 (2:32 am)
There is a really good waterfall in one of the content packs, It's in Tim Aste's (I think) combo pack. It uses 4 emitters to make the effect. but you could also do one with an ifl mixed with particles that would look good.
#7
I tried to make it more simple, but failed.
I really like the first animation you added on the top.
06/16/2008 (11:03 am)
Mike is correct Tim Aste used many particle emitters, but it is a bit much for low end video card.I tried to make it more simple, but failed.
I really like the first animation you added on the top.
#8
06/16/2008 (11:25 am)
Apparatus - if you switch to TGEA, then you can use the material settings to scroll the texture smoothly, and you won't need to use an IFL. Put in a couple of layers, scrolling at slightly different speeds, and you'd have a great waterfall...
#9
06/16/2008 (11:45 am)
I noticed a bunch of DTS options merely used or never supported entirely in TGE, and it's a shame. As for the above, I don't use IFL, but a single alpha texture scrolling down on 2-3 separate planes, exported with visibility animation. I plan on using 2 emitter types - water vapors at the bottom and splashes on top; My goal is to make it as realistic as possible and to match Crysis at this because what they use to make the waterfall is entirely possible in TGE stock.
#10
They already do it. TGE 1.5 SDK comes with many resources built-in.
Torque 3D engines are great for us artists to explore, learn and make good looking content. Don't know if they are so great to actually finish a game (without serious engine programming).
06/17/2008 (6:09 am)
Apparatus, IFL is possible in TGE. I used TGE for a level design course here where I live, we explored DTS texture features. One of them was an IFL animation. If you want, I can send an example.Quote:Ive been thinking to ask GG to collect all useful resources (w they did already for the most part) and make them available officially.
They already do it. TGE 1.5 SDK comes with many resources built-in.
Torque 3D engines are great for us artists to explore, learn and make good looking content. Don't know if they are so great to actually finish a game (without serious engine programming).
#11
-Dave Calabrese
06/17/2008 (10:07 am)
I've been working with TGE / TGEA long enough to know that Crysis style quality is absolutely possible. All it takes is know-how and creativity. Looking forward to seeing what you come up with, Apparatus!-Dave Calabrese

Torque Owner Stephan - viKKing - Bondier