M.A.C.K. Released!
by BrokeAss Games · 07/23/2008 (4:46 pm) · 17 comments

Meet M.A.C.K.
The Advanced Character Kit was developed to meet a need for a character system capable of taking full advantage of Torque Game Engine's functionality. ACK was designed with a Torque MMO or RPG in mind, a game or project in which the character art must support a number of advanced features beyond what's been offered in the past. In addition, we have included working engine source examples and demonstration GUI's to make sure all developers, from beginner to advanced, can utilize the features included.
You get six pre-compiled male characters. Four are themed and have been optimized for beginners to drop in as an instant replacement characters (Military, Casual, Medieval, Post-Apoc). Also included is a nude pre-compiled character for reference. The 'Advanced' character build includes the complete mesh stack (all clothing pieces) and is capable of taking advantage of all features included in the pack.

Each character build supports skin-swapping per group, so you can choose from four races, and re-skin you clothing pieces, bodies, and mounted equipment separately in real-time for endless combinations... literally.

Disclaimer: It's almost too easy!
Though the ACK system is somewhat complicated, it has been set up to integrate easily into any TGE project (TGEA soon). You can drag and drop our entire example directory into your project and read through the differences to see what's going on under the hood. Developers can also simply drag the player data only, if they don't wish to enhance the source code of their project, but additional (that is included) code may be required to fully take advantage of the pack.
Clothing and Equipment
The pack comes with a stack of over 25 clothing pieces (such as pants, shirts, armor, robes, gloves, cape, apron, shoes, boots, belt, vests and more). Body parts and clothing all have their own groups for total control over hiding meshes to optimize the look and performance, as well as individual control over each part for re-skinning in-game (%obj.setSkinName() per mesh group). In addition to the clothing pieces that are pre-rigged and have 4 LODs, the kit also includes mountable accessories like: hair, facial hair, helmets, visor, bandoleer, and a sword for melee combat! All objects include script and source files, and were built to support skin-swapping.
Click, Click, Click
The pack also comes with a GUI system to demonstrate all of the features it's capable of, as well as give specific examples of the scripts and source code needed. You click a box and change Race (body and head textures), show and hide clothing pieces (mesh hiding), mount hair and other equipment (mountEquipment), and play and blend animations all from GUI in game: Out of the box!

Animation library > the rest
Over 90 animations included! Animation source files in Milkshape and Fragmotion allow the developer to make final tweaks to the sequences and easily export them with low cost: Milkshape3D. The system follows the BVH standard which has been heavily adopted by movie-industry animators who use motion capture. This highly flexible, heavily supported format is shared by the characters and therefore opens the door for additions of new animations, as well and many 3rd-party content providers that offer BVH related content. The ACK skeleton is set up with all the essential nodes (bones) for Torque as well as standard BVH ones. In addition, the characters have fully articulated hands with fingers. Developers can use the provided skeleton to easily integrate their meshes into the system (instructions included). This allows developers to take advantage of the many animations included with future meshes they create or license. (Of course, this only works properly with bipedal figures, such as: humanoids!).
Mod-ability
It's all there for you! From source files for animations, to UV Maps for the textures, this pack is built to be modded. If there's a job that requires a human male in Torque, M.A.C.K. is the man! Programmers will also get the source files ready for insertion into their build. You can pick and choose through the well-documented code and script changes.
Unleash the Features!
The source code and scripts included with the ACK system accomplish a number of fixes and enhancements to the Torque Game Engine that can save you hundreds of hours of coding (depending on your skill...). Let BrokeAss do the heavy-lifting on these features, fixes and enhancements to TGE (TGEA soon):
Server Side Melee System.
Custom Weapon Look Animations.
Modified SetSkinName works per group instead of for whole player.
Select from multiple player datablocks.
Random death animations called on each player death.
Damage animations on each hit.
Mesh Group Hiding (Essential for managing clothing stacks).
Terrain Materials updated to provide footprints and dust puffs.
Source
The files included have been organized with ease of use in mind. For this reason, a few .DSQs and textures may be repeated within the theme_Example builds.
Source File Types include:
Mesh/Skeleton source: ms3d, ugh, cr2, obj.
Texture source: psd, jpg, png.
Engine source code modifications
Ongoing Content Support
Following the same system that's described in the manual, BrokeAss Games in association with other developers can easily create and support additions to the system. These include but aren't limited such planned releases as: Skin packs (new face textures, new clothing textures), new animations sets, custom made mountable objects like Hair packs, and more! Developers also gain access to a private forum at www.brokeassgames.com exclusively for pack owners/developers.
Features
Art
* 6 prebuilt, optimized characters with 4 LODs. Character DTS files: Medieval, Military, Casual, Nude, Post-Apoc, Advanced
* Multiple texture sets make each character available in 4 different races. 6 characters x 4 races:
That's 24 unique, prebuilt characters from just the Male.
* 25 clothing pieces rigged to character. All code and script needed to mesh hide body parts and clothing as needed.
* 90 .dsq Animations included. All the basics are covered, and much more.
* BVH based (mocap) skeleton with full Poser and motion capture compatibility.
* .dsq Animation library cross-compatibility. Properly formatted animations will work with other ACK characters.
Custom meshes can be added and work with existing ACK animations.
* All source files included for art and animations.
Engine/Script
* Server Side Melee System.
* Custom Weapon Look Animations.
* Terrain Materials updated to provide footprints and dust puffs.
* Modified SetSkinName works per group instead of for whole player. Allows for skin swapping separately for each clothing piece, or body parts.
* Random death animations called on each death.
* Damage animations.
* Mesh Group Hiding. Essential for managing clothing stacks.
* Demo GUIs for customizing characters and playing animations
* Player Datablock Selection GUI
Documentation & Support
Online Manual
Private Forums
Anim List
Node List
Mesh List
Get it here!
About the author
http://www.youtube.com/user/BrokeAssGames
#2
07/23/2008 (5:18 pm)
Grrr... I want it ^^
#3
07/23/2008 (5:30 pm)
This is amazing! Are you planning something similar for female characters? Please?
#4
07/23/2008 (5:32 pm)
does it work with TGEA 1.71?
#5
07/23/2008 (6:02 pm)
Female Kit is in the works....
#6
07/23/2008 (7:00 pm)
Looks awesome! Any video of it in action?
#7
I noticed that you don't officially support TGEA yet, but I'm hoping you will soon (and that you'll offer an upgrade path from this version to "early adopters"*! lol)
Downloading now!
*Those of us without measurable patience who just couldn't wait to get our hands on it... :)
07/23/2008 (9:41 pm)
Thanks for taking the time to put together your Online Manual! I noticed that you don't officially support TGEA yet, but I'm hoping you will soon (and that you'll offer an upgrade path from this version to "early adopters"*! lol)
Downloading now!
*Those of us without measurable patience who just couldn't wait to get our hands on it... :)
#8
@Kim
Like Rex said, the female is in the works. She needs a bit more time in the salon, but you can sneak a peek at her here.
@Ben & Netwyrm
TGEA support incoming! We have the bulk of the TGEA conversion done and expect it to be available within a week or two.
@Nathan
You can check out the latest Ruin Online videos (the game we developed this character for). Ruin Videos
07/23/2008 (11:49 pm)
Thanks for the kind comments. @Kim
Like Rex said, the female is in the works. She needs a bit more time in the salon, but you can sneak a peek at her here.
@Ben & Netwyrm
TGEA support incoming! We have the bulk of the TGEA conversion done and expect it to be available within a week or two.
@Nathan
You can check out the latest Ruin Online videos (the game we developed this character for). Ruin Videos
#9
07/24/2008 (7:46 am)
Is the female pack going to be called "F.A.C.K."? :)
#10
07/24/2008 (8:23 am)
at least its called the Advanced Kit, not the Universal Kit
#11
Seems like it, by default. But maybe we can come up with an alternative thats more catchy... How about "Karen"?
@Edward
I lol'd.
07/25/2008 (9:41 am)
@RodneySeems like it, by default. But maybe we can come up with an alternative thats more catchy... How about "Karen"?
@Edward
I lol'd.
#12
07/25/2008 (10:35 am)
Docs seem a little sparse in some regards. You point to the resources you used but you mention in some of them that you changed some things up from the default resources but don;t explain what you changed or why. Also where do we go for support? I posted on the private forums but no answer yet and no other post indicating any traffic there in some while.
#13
We tried to cover as much as possible in the manual, while focusing mostly on the art modding section. This is our first product release, and as we get more feedback I am sure will will expand the documentation. You went to the right place for support, its been inactive since we only released a couple days ago. Prior to that were just a few posts from during the Early Adopter days.
The script and engine changes are commented to show where we used existing resources and also where we altered them. I am not a programmer, so maybe Ari can expand on this if needed.
I responded to your question on our forums, but I am pretty sure it wont be our last communication on the matter. Its something we are still working on a final solution for, but I offered a few optional solutions that you can do with whats included with the pack.
Jondo
07/25/2008 (11:50 am)
@MichaelWe tried to cover as much as possible in the manual, while focusing mostly on the art modding section. This is our first product release, and as we get more feedback I am sure will will expand the documentation. You went to the right place for support, its been inactive since we only released a couple days ago. Prior to that were just a few posts from during the Early Adopter days.
The script and engine changes are commented to show where we used existing resources and also where we altered them. I am not a programmer, so maybe Ari can expand on this if needed.
I responded to your question on our forums, but I am pretty sure it wont be our last communication on the matter. Its something we are still working on a final solution for, but I offered a few optional solutions that you can do with whats included with the pack.
Jondo
#14
07/25/2008 (12:44 pm)
Quick Comment on the docs. in the Advanced section the resource you have pointed to Script-SetArmThread per weapon is actually the server side melee resource.
#15
07/25/2008 (1:45 pm)
#16
Having trouble posting, sry for all the edits.
The setArmThread per weapon is purely script based so we separated it from the engine section.
Also, this is a mod we wrote ourselves (with help from Dave Young) so there was no url to reference it.
The Server-side Melee resource also affects and expands the setArmThread function so we felt it needed mention in this section.
Hope this helps clarify.
I love feedback because my team uses this kit too, so please feel free to give specific feedback if this isn't clear or if you find other things that could be written differently.
Thanks for the interest and the support.
Ari
07/25/2008 (1:58 pm)
@Michael BraninHaving trouble posting, sry for all the edits.
The setArmThread per weapon is purely script based so we separated it from the engine section.
Also, this is a mod we wrote ourselves (with help from Dave Young) so there was no url to reference it.
The Server-side Melee resource also affects and expands the setArmThread function so we felt it needed mention in this section.
Hope this helps clarify.
I love feedback because my team uses this kit too, so please feel free to give specific feedback if this isn't clear or if you find other things that could be written differently.
Thanks for the interest and the support.
Ari
#17
08/10/2008 (6:55 pm)
I seem to be having some trouble getting the AdvancedMaleBody to register an onReachDestination callback. I'm using Dan Keller's a-star system, and every time I tell the bot to go somewhere, I never get an onReachDestination, even though the aiPlayer.cc is throwing it out.
Torque 3D Owner Dave Young
Dave Young Games