Plan for Max Robinson
by Max Robinson · 01/29/2003 (11:57 am) · 5 comments
Since some people might be interested in what I'm doing (since all of it is supposed to end up as resources, I've decided), I think I should post a new plan.
As stated before, I've done a few code-based, mesh effect things:
- The ring class, I want to overhaul a little. I did it a long time ago, and in the mean time I've learned a LOT more about Torque, and I have created a few techniques I could apply to the rings. These include keyframe sizing, something absent from them right now (but in my tracer)
- On the light class, I have yet to seriously work on the map-compatible version. I'd really like to do this, but it is a lot of work and I don't really know where to start. Nonetheless, I plan on it.
- On the tracers, they are really nice already. They have a couple random bugs that are minor, so I'm not really worried. I think I had node support working, too. Not 100% sure if thats a lie or not, though.
All of these need to have real 3d accelerated multitexturing added in, since right now they just re-render over and over. There are also minor improvements that can be done.
When will they be ready? Not sure!
And the particles, which some people may have an interest in after I posted the flamethrower shot:
- Collisions are great, I've been doing a few little tweaks, but I think this part is done.
- The decaying has a problem with datablock sending. I'm not really sure what it is, but I do have a forum thread about it.
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=9049
- Another thing I want to do is to make attachable particle emitters. My idea goes like this: each player would have 5-10 "slots", each with a corresponding node index just in case you want that sort of thing (I'm sure you do!). Using script-based functions (not in-engine!) you could assign emitters to the slots. I had a lot of trouble getting something like this into Tribes 2, I had to make it follow the player and spawn a new emitter every 10 ms. A lot of pain, and it hogged up item IDs like no other. After running my mod for 5 hours or so you'd end up at object # 1 million sometimes. I have done absolutely 0 work in the way of implementing this, since its a new idea.
I think I had a few other ideas for particles, but I forgot them.
Besides that, a few other features I've thrown in:
- Tribes2 style jet packs, with jet emitters that are even compatible with T2 models
- Some nice, yet slightly buggy, swimming
- Camera pushing recoil.. I'd like to fix this a little, right now it just knocks your view around, but it is nice in that its very random and nearly impossible to compenstate for.
- I still have the 3rd person reticle up, but I made a faster version. It requires code to be added into player.cs, however, so I don't like that, but it does make sure you only update the ray when the player does. The jitter is less noticeeable, also. The only thing holding me back from releasing this is the OTHER stuff I've done with the reticle, including a static image in the middle and a spinning cone radius circle for the seeking weapons.
- Speaking of seeking weapons, I did add support for script-accessible locking on. It actually factors in seeking cone and lock time, just like Tribes 2. It is very flexible, and nice, but I'm not really sure if anyone wants it. If you do, and you read this, go ahead and ask.
I think that's it...
As stated before, I've done a few code-based, mesh effect things:
- The ring class, I want to overhaul a little. I did it a long time ago, and in the mean time I've learned a LOT more about Torque, and I have created a few techniques I could apply to the rings. These include keyframe sizing, something absent from them right now (but in my tracer)
- On the light class, I have yet to seriously work on the map-compatible version. I'd really like to do this, but it is a lot of work and I don't really know where to start. Nonetheless, I plan on it.
- On the tracers, they are really nice already. They have a couple random bugs that are minor, so I'm not really worried. I think I had node support working, too. Not 100% sure if thats a lie or not, though.
All of these need to have real 3d accelerated multitexturing added in, since right now they just re-render over and over. There are also minor improvements that can be done.
When will they be ready? Not sure!
And the particles, which some people may have an interest in after I posted the flamethrower shot:
- Collisions are great, I've been doing a few little tweaks, but I think this part is done.
- The decaying has a problem with datablock sending. I'm not really sure what it is, but I do have a forum thread about it.
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=9049
- Another thing I want to do is to make attachable particle emitters. My idea goes like this: each player would have 5-10 "slots", each with a corresponding node index just in case you want that sort of thing (I'm sure you do!). Using script-based functions (not in-engine!) you could assign emitters to the slots. I had a lot of trouble getting something like this into Tribes 2, I had to make it follow the player and spawn a new emitter every 10 ms. A lot of pain, and it hogged up item IDs like no other. After running my mod for 5 hours or so you'd end up at object # 1 million sometimes. I have done absolutely 0 work in the way of implementing this, since its a new idea.
I think I had a few other ideas for particles, but I forgot them.
Besides that, a few other features I've thrown in:
- Tribes2 style jet packs, with jet emitters that are even compatible with T2 models
- Some nice, yet slightly buggy, swimming
- Camera pushing recoil.. I'd like to fix this a little, right now it just knocks your view around, but it is nice in that its very random and nearly impossible to compenstate for.
- I still have the 3rd person reticle up, but I made a faster version. It requires code to be added into player.cs, however, so I don't like that, but it does make sure you only update the ray when the player does. The jitter is less noticeeable, also. The only thing holding me back from releasing this is the OTHER stuff I've done with the reticle, including a static image in the middle and a spinning cone radius circle for the seeking weapons.
- Speaking of seeking weapons, I did add support for script-accessible locking on. It actually factors in seeking cone and lock time, just like Tribes 2. It is very flexible, and nice, but I'm not really sure if anyone wants it. If you do, and you read this, go ahead and ask.
I think that's it...
About the author
#2
And you are doing so many more great things wow.
02/04/2003 (2:31 am)
I would like to have that lock on code also if possible :-).And you are doing so many more great things wow.
#3
02/10/2003 (1:00 pm)
Ok, I'll do a resource.
#4
02/11/2003 (2:21 am)
Sounds Great Max I'm sure it'll come in handy to a lot :-).
#5
02/16/2003 (12:01 am)
...if I ever overcome the great amount of inertia that keeps me from writing one... 
Associate Kyle Carter
What's a futuristic (or not so futuristic) battle without homing weapons? :)