Game Development Community

Lightwave Tut and BRAVE progress

by Andy Hawkins · 07/27/2008 (6:27 pm) · 8 comments

So I thought I would promote my free Lightwave tutorials again because they tend to get lost in the listings and I have heard a few people ask recently about this.

Go to this resource to learn how to model, unwrap, weight map, texture, animate and export to Torque - a player character!!!

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10098

Also I just thought I would talk about progress on BRAVE. I have been doing some lighting tests and shrinking the operational area so I can pack in more detail. I have also started created a "to scale" L3DT map of London, represented by the fairly unremarkable pic below.

I have found that waterblocks seem to only be as big as 4k x 4k - has anyone else noticed this?

I have been refining my AV-8B Harrier model, and I've got the voices working in the game.

I need to write a scene controller which handles cut-scenes, dialogue, pop up GUI and mission control so I can show maps, pics, and run cut-scenes to move the story along.

It's all polish really.

I'm going to upgrade FGE to work in 1.7.1 and then give the files to Decane for their pack.

Finally once it's all done I will be adjusting to work for Instance Action and go find a publisher.

Here's some pics.

www.drewfx.com/BRAVE/Test1.JPG
www.drewfx.com/BRAVE/london_firstIteration_small.jpg
www.drewfx.com/BRAVE/collage-av8b.JPG

#1
07/27/2008 (6:36 pm)
Now thats a Harrier. WoW very nice. I wish i could model like that. Very interesting pics.
#2
07/27/2008 (7:59 pm)
Excellent work Andy :) You need perth as the city not london :) plus its easier to model :D

Nice Harrier as well
#3
07/28/2008 (2:48 am)
Thanks guys.

@Ian - yeah I agree - but then my acronym wouldn't make sense (B)ritish (R)esponse to the (A)lien I(V)asion of (E)arth (BRAVE)
#4
07/28/2008 (3:12 am)
PRAT - Perth Response of Alien Technology :P
#5
02/09/2009 (7:59 pm)
hey Andy. as an FGE user, thankyou for your time and efforts.
i gave it a whirl back at 1.5.0(?) but ran out of time trying
to get the AI working. They would all just sit around and do
nothing after spawning. cheers.. ken
#6
02/09/2009 (11:53 pm)
@Ken - did you integrate FGE into TGE and get stuck? If the AI didn't work on the outset it was probably a namespace issue. I can look at your code if you want.
#7
02/10/2009 (6:22 pm)
Hi Andy. I only have TGEA. I had a dabble with integrating the FGE at the last big release (the one where the openGL stuff from TGE was merged into TGEA), but ran into the static AI problem mentioned above.

Martin's instructions specifically mention the possibility of this happening. but the suggested fix (for a previous version of TGEA) didn't work, sadly. They spawned at correct altitude, and random
start locations. but they just sat there.

I'm up to date with TGEA1.8.1 now, and will have another go at it.
Maybe it will barf at the same place. And if so, i'd be very grateful if you could take a look at it. I barely know what a namespace issue
is, let alone how to fix one. thankyou..
#8
02/10/2009 (11:39 pm)
The namespace issue could be it wants to AIFlyingVehical and you haven't implemented it in C++. So it doesn't know what the flying vehical class is in TorqueScript. Can you send me your console.log. Other than that start implementing the changes in TGEA step by step testing as you go (running a blog wouldn't hurt) and I can help you from there.