Plan for Akio
by A · 10/05/2005 (5:29 pm) · 35 comments
I've been busy with many enhancements in TGE. I guess some people are wondering why I'm putting so much effort into TGE. Well, that's because I feel TGE is the best engine available. Its scenegraph is powerful, the scripting language is powerful, and all the built in mechanics (processes) and features are just outstanding.
I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors. I prefer Maya user and someone who understands DTS and DIF exporters. When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.
Here are some of the stuff that I've been working on.


Below is a picture screen for TGE collision and physics enhancements. I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.
You can download the Windows demo, 6.01MB.
www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file under starter.racing\server\scripts
Here is an executable that has ODE integrated, 1.27MB. Just drop the .exe file in the same folder and you can compare the physics and physics integration. The collision detection routines are exactly the same.
www.inoculousgames.com/ggposts/tge-odedemo.zip

Try it and tell me what you think.


This is a tool set created to make artists work a little easier. Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter. For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping. To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory. You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory. Sorry, but I'll add an immediate feeback of the export status later. Remember the BSP construct rules.
The maya2dif exporter is for Maya 5.0, Windows only. You can download the exporter by clicking on the link below, 2.8MB.
www.inoculousgames.com/ggposts/maya2difexport.mll
The pictures below show what the model looked like in Maya then in the game.
Maya model

DIF model
Any feedback is welcomed.


And finally, my game demo. Well, it actually has one level to showcase the features of the game. Click on the link below to see it.
www.garagegames.com/mg/forums/result.thread.php?qt=35099
And, that's all folks.
I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors. I prefer Maya user and someone who understands DTS and DIF exporters. When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.
Here are some of the stuff that I've been working on.


Below is a picture screen for TGE collision and physics enhancements. I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.
You can download the Windows demo, 6.01MB.
www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file under starter.racing\server\scripts
Here is an executable that has ODE integrated, 1.27MB. Just drop the .exe file in the same folder and you can compare the physics and physics integration. The collision detection routines are exactly the same.
www.inoculousgames.com/ggposts/tge-odedemo.zip

Try it and tell me what you think.


This is a tool set created to make artists work a little easier. Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter. For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping. To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory. You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory. Sorry, but I'll add an immediate feeback of the export status later. Remember the BSP construct rules.
The maya2dif exporter is for Maya 5.0, Windows only. You can download the exporter by clicking on the link below, 2.8MB.
www.inoculousgames.com/ggposts/maya2difexport.mll
The pictures below show what the model looked like in Maya then in the game.
Maya model

DIF model
Any feedback is welcomed.

And finally, my game demo. Well, it actually has one level to showcase the features of the game. Click on the link below to see it.
www.garagegames.com/mg/forums/result.thread.php?qt=35099
And, that's all folks.
About the author
#2
10/05/2005 (5:32 pm)
You have < br > after http around your download link.
#3
10/05/2005 (5:35 pm)
Links corrected.
#4
10/05/2005 (5:49 pm)
The collisions demo is sweet. You achieved this by fixing mistakes and your own modifications? No outside physics like ODE? Seems alot like Clark Fagot's work he mentioned basically fixing and building on Torque's existing physics.www.garagegames.com/blogs/6452/7660
#5
10/05/2005 (6:03 pm)
@Michael: Yes, I saw his blog about the time I was finalizing my TGEODE integration back in March, 2005. When I was nearly completed with the ODE work I decided to apply the same collision detection algorithm that I created for ODE into TGE, and the result is what you see in the demo.
#6
10/05/2005 (6:14 pm)
I tried this out the other day. I drove up a hill and the car suddenly reversed direction. Don't know how to reproduce it though.
#7
10/05/2005 (6:20 pm)
@Genesis: there is a limit to where you can drive in my game demo, and the vehicles are forced (literally forces applied) to stay within the missionArea.
#8
10/05/2005 (7:31 pm)
Hum so with Maya you can do DTS and DIF... very interesting.
#9
starter.racing\server\scripts
10/05/2005 (7:39 pm)
The vehilce (buggy) is too wabbly. Here is a better car.dso file if anyone wants it. For those of you not familiar with TGE, place this file understarter.racing\server\scripts
#10
10/05/2005 (8:14 pm)
Any chance on a different version of Maya DIF exporter....say 6.0 :)
#11
10/05/2005 (8:54 pm)
I love the collisions you've enhanced. A lot. :)
#12
10/05/2005 (9:09 pm)
The slashes in your links are " \ " they need to be " / "
#13
I also added a new link to another executable that has ODE integrated to TGE (see above). This integration takes a new approach to correct the interpolation problem (than my previous integration). Compare the physics between what's in TGE to this.
10/05/2005 (9:36 pm)
@C. Wilson: Thanks. Corrected the forward slash to backward slash. I also added a new link to another executable that has ODE integrated to TGE (see above). This integration takes a new approach to correct the interpolation problem (than my previous integration). Compare the physics between what's in TGE to this.
#14
10/05/2005 (10:05 pm)
I like the non-ODE version better.
#15
10/05/2005 (11:03 pm)
I like the non-ODE version better.
#16
10/05/2005 (11:08 pm)
@C2: TGE seems to have greater physics response. It's the difference in how bodies are integrated makes the difference. Just for test, I reduced the mass of the dynamic objects by about 70% and adjusted surface contact bounciness in ODE and got a similar behavior. Things need to be lighter in ODE...
#17
Congratulations thus far, and once you think it's good enough to release, I'll be waiting for the source :P
10/05/2005 (11:43 pm)
TGE owns. Congratulations thus far, and once you think it's good enough to release, I'll be waiting for the source :P
#18
10/12/2005 (3:45 am)
Akio, Does this mean you are reconsidering the release of the source you are developing? *Crosses fingers*
#19
10/12/2005 (10:58 pm)
*crosses fingers too*
#20
there is always an error:
Maya2dif Exporter for Torque Game Engine.
Version 1.04, Compiled - Sep 21 2005.
Inoculousgames.com, author Akio Cullum
Loading model data from maya...
path = C:/Documents and Settings/haiquang.GLASSEGG1/My Documents/maya/projects/default/scenes/
file = aaa.dif
Getting mesh data...
Found: 1 meshes.
Loading all meshes.
Successful.
Successful.
Successful.
Converting polygons to brushes...
Allocating memory for 1 brushes...
Successful.
Creating BSP... * VIS Stats
# Empty leaves: 6
Av. Links/Node: 4
Max Links/Node: 4
* BSP Stats
Total Nodes: 13
(Av./Max) Depth: 3.85714 / 6
done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 0
Error exporting!
would you please give me more guide to use??
thanks.
10/25/2005 (4:32 am)
i tried with the dif exporter for may 5, the mesh is a simple cube but there is always an error:
Maya2dif Exporter for Torque Game Engine.
Version 1.04, Compiled - Sep 21 2005.
Inoculousgames.com, author Akio Cullum
Loading model data from maya...
path = C:/Documents and Settings/haiquang.GLASSEGG1/My Documents/maya/projects/default/scenes/
file = aaa.dif
Getting mesh data...
Found: 1 meshes.
Loading all meshes.
Successful.
Successful.
Successful.
Converting polygons to brushes...
Allocating memory for 1 brushes...
Successful.
Creating BSP... * VIS Stats
# Empty leaves: 6
Av. Links/Node: 4
Max Links/Node: 4
* BSP Stats
Total Nodes: 13
(Av./Max) Depth: 3.85714 / 6
done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 0
Error exporting!
would you please give me more guide to use??
thanks.
Torque Owner Ron Yacketta