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TGEA upgrade

by Steve Acaster · 06/17/2008 (8:09 am) · 4 comments

Couldn't resist any more and went hunting through my sock drawer for my credit card.

Been playing around with TGEA, and slowly beginning to port over my squad based FPS demo (might take a while, I'm a scripter not a coder) - whilst playing around with all of the fancy stuff.

img240.imageshack.us/img240/8726/dx9test1cu5.jpgNormal map overkill.

img73.imageshack.us/img73/377/incomingbg0.jpgNow that's what I call tracer!

Been testing different ways of building ... er ... buildings, and other general level design stuff to work out what gives the best performance.

The new map2dif_plus_tgea really helps boost the frame rate of multiple difs.

#1
06/17/2008 (9:33 am)
Steve - that tracer is just awesome. I've been trying to get something like that working for ages now. Is there any chance you can share your method? *hugely* appreciated if you can.

Andy
#2
06/17/2008 (1:40 pm)
DEMO DEMO DEMO DEMO DEMO

PRTY PLLLLZ?
#3
06/17/2008 (2:55 pm)
The tracer is just my original TGE projectile with emmisive and glow set to true on it's texture in the material.cs. The projectile model itself is just 2 intersecting, long triangles (X and Y) with double sided checked (done in Blender), and self illuminated ticked on the exporter. The detail of the model is detail0, as I read there was a problem with projectile LODs in the forums.

As for a demo, it may take some time to port my AI scripts from TGE1.5.2 to TGEA1.7.1. (I'm mainly thinking of the pathfinding system).

And added a little vid of tracer rounds in action
#4
07/08/2008 (9:16 am)
just curious if that was made with the latest tgea build; or wasn't it? the specular is a bit up unless the bricks are painted / thus the high specularity.