Plan for Leo "kingDUCTtape" Altmann
by Leo "kingDUCTtape" Altmann · 05/08/2005 (7:38 pm) · 6 comments
This plan is about GiD. But before I begin it, I need to introduce you to my new cat, Zaphod (Zap for short):

So, in this .plan file I will attempt to disclose in full detail the GiD antics of myself and my friends, the Spent Lemon team.
We started on Saturday at 12:32 PM. We finished Sunday at 12:21 PM. Total dev't time of 23h 49m.
Those participating were myself as coder, Eric H. as 3d modeler, Eliot C. as 3d modeler, and Luca G-S doing all kinds of random stuff, EDIT:and Grace Chavez on concept sketching. I somehow managed to forget to put her here in the original post! Our mapper, Andres Q-H, flaked in quite an extravagant way. He had loaded his PC into my car shortly after our 24 hours began (his house is close by), saying he'd show up about 11:30. Well, his PC was rather lonely, sitting unplugged on my living room floor, since not only did he not show up, but he didn't even call to tell us he wasn't coming. As such, we were all under the impression that maps were covered. Until we realized with a painful start that they wern't.
The only map we (er, in this case, I) made for the game, titled "6:00 AM Map", is in his honor. Betcha can't guess when i made it! :P
The concept behind our game is relatively simple. In the theme of augmentation, and in the spirit of making something funny and random, we decided on cyborg penguin combat with extravagant weapons. This basically speaks for itself -- along with the screenies and demo, it should speak for itself.
So, let me start on the experiance. For one, just about everything that could go wrong with 3d model exporters did go wrong. The blender exporter, which Eliot only got working 2 weeks ago, now had stopped working again, for all but his uzi model. He spent a good 6 hours working on it, to no avail.
Eliot working like a madman.
Even when he duplicated the uzi and built a model in place of it (keeping the same wacky structure needed to export), it didn't do it. %&*#ing blender... given us nothing but problems...
Early on, the uzi was a tad too small...

Then, in an unexpected move, Eric's milkshape exporter flatly refused to export the skins on the models. What I mean by this is that no matter what skin we had on a model in MS3d, upon importing into torque, it would be gone.
This is why the penguin and many other weapons are shiny. Very shiny.

The penguin as it should be:

I spent prolly a good 2 hours on IRC attempting to find what was wrong -- and we found nothing. We deduced it must be a milkshape problem, as neither us nor anyone on IRC could find a single problem!!!
We could make it export with solid color textures tho:

However, we decided the grav gun, IMO the best weapon, which does no damage but sends you / your enemy flying, wouldn't lookbe quite the same without the metallic look.

On a side note, something that DID work: Eric's water cooling system! He and I re built the entire thing about a month ago, with a new pump, and the T-fitting. Tho hard to see in the pic, the highlighter juice we put in the coolant makes it glow under his UV lights.

OK, back on track. All in all, we had an absoloute blast. And we learned quite a few things. Firstly, enough cold-brew black iced tea can keep 4 teenagers going for quite some time (we went through 8 liters of the stuff). Secondly, and more importantly, we work very well as a team when we're all in the same place. Despite the myrad of technical problems (including my motherboard dying a week ago and me having to reinstall 'doze friday night), we still managed to crank out a playable (albeit very odd) little game. Everyone agrees that over the summer, we should have several sessions like this (tho not 24 hour), to make very large leaps in our other project. "Intense game dev't" really works quite well!
And now the part you've all been waiting for: if you would like to try your hand at some crazed penguin action, the final build is available here:
home.comcast.net/~laltmann/gid/angrypenguinz.zip (circa 12MB)
No DSOs included, so for mac or linux, just copy in your executable and run.
Enjoy, and long live GiD!

So, in this .plan file I will attempt to disclose in full detail the GiD antics of myself and my friends, the Spent Lemon team.
We started on Saturday at 12:32 PM. We finished Sunday at 12:21 PM. Total dev't time of 23h 49m.
Those participating were myself as coder, Eric H. as 3d modeler, Eliot C. as 3d modeler, and Luca G-S doing all kinds of random stuff, EDIT:and Grace Chavez on concept sketching. I somehow managed to forget to put her here in the original post! Our mapper, Andres Q-H, flaked in quite an extravagant way. He had loaded his PC into my car shortly after our 24 hours began (his house is close by), saying he'd show up about 11:30. Well, his PC was rather lonely, sitting unplugged on my living room floor, since not only did he not show up, but he didn't even call to tell us he wasn't coming. As such, we were all under the impression that maps were covered. Until we realized with a painful start that they wern't.
The only map we (er, in this case, I) made for the game, titled "6:00 AM Map", is in his honor. Betcha can't guess when i made it! :P
The concept behind our game is relatively simple. In the theme of augmentation, and in the spirit of making something funny and random, we decided on cyborg penguin combat with extravagant weapons. This basically speaks for itself -- along with the screenies and demo, it should speak for itself.
So, let me start on the experiance. For one, just about everything that could go wrong with 3d model exporters did go wrong. The blender exporter, which Eliot only got working 2 weeks ago, now had stopped working again, for all but his uzi model. He spent a good 6 hours working on it, to no avail.
Eliot working like a madman.Even when he duplicated the uzi and built a model in place of it (keeping the same wacky structure needed to export), it didn't do it. %&*#ing blender... given us nothing but problems...
Early on, the uzi was a tad too small...

Then, in an unexpected move, Eric's milkshape exporter flatly refused to export the skins on the models. What I mean by this is that no matter what skin we had on a model in MS3d, upon importing into torque, it would be gone.
This is why the penguin and many other weapons are shiny. Very shiny.

The penguin as it should be:

I spent prolly a good 2 hours on IRC attempting to find what was wrong -- and we found nothing. We deduced it must be a milkshape problem, as neither us nor anyone on IRC could find a single problem!!!
We could make it export with solid color textures tho:

However, we decided the grav gun, IMO the best weapon, which does no damage but sends you / your enemy flying, wouldn't lookbe quite the same without the metallic look.

On a side note, something that DID work: Eric's water cooling system! He and I re built the entire thing about a month ago, with a new pump, and the T-fitting. Tho hard to see in the pic, the highlighter juice we put in the coolant makes it glow under his UV lights.

OK, back on track. All in all, we had an absoloute blast. And we learned quite a few things. Firstly, enough cold-brew black iced tea can keep 4 teenagers going for quite some time (we went through 8 liters of the stuff). Secondly, and more importantly, we work very well as a team when we're all in the same place. Despite the myrad of technical problems (including my motherboard dying a week ago and me having to reinstall 'doze friday night), we still managed to crank out a playable (albeit very odd) little game. Everyone agrees that over the summer, we should have several sessions like this (tho not 24 hour), to make very large leaps in our other project. "Intense game dev't" really works quite well!
And now the part you've all been waiting for: if you would like to try your hand at some crazed penguin action, the final build is available here:
home.comcast.net/~laltmann/gid/angrypenguinz.zip (circa 12MB)
No DSOs included, so for mac or linux, just copy in your executable and run.
Enjoy, and long live GiD!
About the author
#3
05/09/2005 (5:23 pm)
Not sure -- i'll pass that on to the modeler. Thanks!
#4
Sexy pic of Eric btw, I'm making an avi out of it.
05/11/2005 (4:38 pm)
Can't add your girlfriend to that short list, huh? Even though she helped Eric with honing the player model, AND designed the original. Hrmph.Sexy pic of Eric btw, I'm making an avi out of it.
#5
Since when are you on GG?
05/11/2005 (7:58 pm)
Ah yes, and I forgot to mention, Grace helped with sketching the original penguin and with fine-tuning the model :)Since when are you on GG?
#6
I'd never thought of myself as sexy after being awake on a comp for 30 hours, but hey, whatever works (we all know it's the comp anyway). :P
05/13/2005 (10:01 pm)
YAY! A fix! Thx mucho.I'd never thought of myself as sexy after being awake on a comp for 30 hours, but hey, whatever works (we all know it's the comp anyway). :P


Torque 3D Owner Phil Carlisle
See, programmer would NEVER do that!
Good stuff though guys. Keep working at it, working together and in fact, just basically working!!!