Gimbal Games: Prairie (working title)
by Tobias Niva · 10/13/2009 (8:18 am) · 8 comments
Since I´ve never posted a blog I thought it was about time.
Prarie is an indie/hobby project involving one graphics artist (me) and one programmer (Christopher Borger). We both have other jobs right now so the development has been quite slow, but since my employment ends in a couple of weeks I plan to spend some time on the game.
Beeing a 3D Studio Max fan I haven´t been able to make friends with Constructor but do to the lack of lightmapping *.dts (we use TGEA 1.8.1) I consider it a must to model the buildings as *.dif (as well us some performance issues due to lack of portalling *.dts).
Saw there was a resource adding a 2nd UV-channel to TSStatics around (www.garagegames.com/community/blogs/view/15776) but there would still be loads of work baking the light in 3DS Max, export the two different *.dts's...and then reassemble the scene/level/materials in the editor...so an implementation of the resource is currently on hold.
Also integrated SSAO but my current workstation does not support Shader Model 3.0, so anyway I can´t see it for now. :-)
Anywho - below are some in-game pics of the game:





Our site:
www.gimbalgames.se
Prarie is an indie/hobby project involving one graphics artist (me) and one programmer (Christopher Borger). We both have other jobs right now so the development has been quite slow, but since my employment ends in a couple of weeks I plan to spend some time on the game.
Beeing a 3D Studio Max fan I haven´t been able to make friends with Constructor but do to the lack of lightmapping *.dts (we use TGEA 1.8.1) I consider it a must to model the buildings as *.dif (as well us some performance issues due to lack of portalling *.dts).
Saw there was a resource adding a 2nd UV-channel to TSStatics around (www.garagegames.com/community/blogs/view/15776) but there would still be loads of work baking the light in 3DS Max, export the two different *.dts's...and then reassemble the scene/level/materials in the editor...so an implementation of the resource is currently on hold.
Also integrated SSAO but my current workstation does not support Shader Model 3.0, so anyway I can´t see it for now. :-)
Anywho - below are some in-game pics of the game:





Our site:
www.gimbalgames.se
#2
10/13/2009 (10:42 am)
Looks awesome!
#3
10/13/2009 (12:09 pm)
Great shots, awesome texture work!
#4
10/13/2009 (12:18 pm)
looks good, i think that the kaboom pack is for you... tell me if you need some help...
#5
10/13/2009 (1:59 pm)
Really looking good, we need more western games!
#6
(yeah the workflow with that resource is a pain in the ass!, but it looks like you're getting on "mighty fine" with constructor anyway).
10/13/2009 (2:33 pm)
What OD said - awesome screens, awesome textures!(yeah the workflow with that resource is a pain in the ass!, but it looks like you're getting on "mighty fine" with constructor anyway).
#8
Keeps me going when I get dips in motivation/inspiration...
@Adrian: Mm, I haven´t really tried your resource yet (the coder is quite busy elsewhere right now and can´t help me out with engine changes for the moment)...but anyhow I think your resource seems to be a great option - ANY baking in external apps, and bringing it into an engine is quite painful. :-/
@Thanhda Tie: The licensee of TGEA - and mentioned above - is Christopher Borger.
10/14/2009 (6:41 am)
Thanks for all the nice comments!Keeps me going when I get dips in motivation/inspiration...
@Adrian: Mm, I haven´t really tried your resource yet (the coder is quite busy elsewhere right now and can´t help me out with engine changes for the moment)...but anyhow I think your resource seems to be a great option - ANY baking in external apps, and bringing it into an engine is quite painful. :-/
@Thanhda Tie: The licensee of TGEA - and mentioned above - is Christopher Borger.

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