Game Development Community

Porting Tribulation to T3D

by John E. Nelson · 10/28/2009 (9:25 am) · 9 comments

I had been waiting for T3D to get out of beta before I started porting my assets, and my game code.
Now with 1.0.1 out I have been diving into it. The results have been fantastic as the snapshot below shows. The new rendering really makes a difference.

Most of the work involved with porting has been changing little things, but there are many of these.
(1) Paths in every single "cs" file, i.e. changing "~/data/shapes/npc" to "~/shapes/actors/"
(2) Particles. Getting particle images in the new folder structure
(3) Missing shaders, i.e. chrome cubemap
(4) Running down errors or issues appearing in console log.
(5) Making the changes necessary to the scripts since it is a new engine and I am coming from TGEA 1.7.1.

The bigger pieces are coming along slower.
I use GMK and he has released it for the new version, so my teams, and cut scenes will now work once again.
(Thank you Yuri)
Also in the process of getting Yack Pack working after a few issues.
My quiz engine uses the Yack Pack so I have to get this error free so the learning computer NPC's will work.

There are some problem areas in the port.
I had been using the Advanced Character Kits by Broke Ass games, and it will take me some time to get those character scripts converted and working.

The environments from the updated Sticks and Twigs Kit are unbelievably great. Allan has ported his kit to T3D and there are new maps to show off the environments that can be created with his art work. (Thanks Allan!) I am rebuilding my outdoor levels using his artwork, and they look so much better now.

Perhaps this weekend I will take a break and post a video of a ported level to show off the T3D rendering in comparison to what I had in previous versions of the game.

Hey GG, I know I complain sometimes in the Forums, but you know I love you.

tribulationknights.com/wp-content/uploads/2009/10/Enforcers2.jpg

#1
10/28/2009 (9:31 am)
Wow parts of that screen capture look sick! Nice job man. Good luck with rest of the porting.
#2
10/28/2009 (9:36 am)
I just noticed that in the screen cap I posted, the tree trunk is not flush with the terrain. Doh.

#3
10/28/2009 (9:51 am)
Cool deal John, glad no major hiccups...can't wait to see what you and others do with the pack and your own imagination!

You can blame that missed -1 offset on me --- it was probably me anyway. =)
#4
10/28/2009 (10:25 am)
@John
the tree was the first thing a saw,out of place :)
#5
10/28/2009 (11:07 am)
Wow John. This game in T3D looks like a whole new game. Awesome job.

What I do with my trees is drop them to the terrain and then manually set the z position to -1. If you use the foliage replicator you can set the default position in the same way automatically.


Your screen shots look really awesome ... looking forward to seeing this one.
#6
10/28/2009 (5:49 pm)
Wow, John - Looking good!
#7
10/28/2009 (8:29 pm)
Looking good John
#8
10/28/2009 (11:20 pm)
@NovoGeek, thanks for the tip, I am doing that now.

#9
10/31/2009 (7:03 am)
looks good, things like

(1) Paths in every single "cs" file, i.e. changing "~/data/shapes/npc" to "~/shapes/actors/"

can be change in under a minute with a nice mass find and replace program