Wish List Section
by Jeff Trier · in Torque Game Engine · 12/04/2001 (7:25 pm) · 49 replies
I was think it would be great to have a section devoted to the wishful thinking of Torque Customers. :)
If there were, I could have put this topic there, see what I mean? It would have come in handy already! :)
-Jeff
If there were, I could have put this topic there, see what I mean? It would have come in handy already! :)
-Jeff
About the author
Originally a Classical/Metal musician, I've always been attracted to anything involving computers, including: Networking, PC Building and Repair, software design and coding. I've been involved with game design and development for over 10 years.
#3
Then a lot of different types of games become easier to make.
I understand that Tribes 1 had this ability and that it was not really implemented. Tribes 2 has improved the terrain model but tilable terrain should still be possible. And while I think the community could put it in with a lot of time and hacks I think Mark and Tim (who did the Tribes 1 and 2 terrain could put there heads together and make it happen in a weekend.)
The other reason for wanting it now is that Mark also has his head into the editors and it would require changes to the terraformer editors to allow you to bring pages together - so before he takes his mind off that ball I'd like to see it all done.
My 2 centavos.
12/05/2001 (8:19 am)
Personally, I would like to see paging vs. looping terrain. The mission thing is nice but it's only one kind of game (mission based). I want to be able to wander around on a world and have it page in the next piece of territory in the background before I get to it.Then a lot of different types of games become easier to make.
I understand that Tribes 1 had this ability and that it was not really implemented. Tribes 2 has improved the terrain model but tilable terrain should still be possible. And while I think the community could put it in with a lot of time and hacks I think Mark and Tim (who did the Tribes 1 and 2 terrain could put there heads together and make it happen in a weekend.)
The other reason for wanting it now is that Mark also has his head into the editors and it would require changes to the terraformer editors to allow you to bring pages together - so before he takes his mind off that ball I'd like to see it all done.
My 2 centavos.
#4
12/05/2001 (8:21 am)
I'll second David's suggestion. Paging terrain would help me immensely with my project :)
#5
12/05/2001 (9:43 am)
The vehicle one should be easy, since the code is there, just needs some tweaks and a simple example shape. The terrain paging system is on a lot of developer's wish list :) That one's a little more work, mainly because it's not just the terrain engine itself, but the terrain generator and editor code as well.
#7
What else, hmm. I can add everything I need, so its just a "todo" list :))
Simpler art asset paths is it. Make the model integration as easy as the landscape generation and we are well on the way.
Phil.
12/05/2001 (10:15 am)
On my wish list.. hmm. Better model support? if the milkshape exporter is ok, maybe thats the answer.What else, hmm. I can add everything I need, so its just a "todo" list :))
Simpler art asset paths is it. Make the model integration as easy as the landscape generation and we are well on the way.
Phil.
#8
12/05/2001 (10:52 am)
I agree that getting models into the game is currently the biggest issue. I don't see MilkShape as the answer though. MilkShape will hopefully be useful for simple shapes, but it's missing a number of features and is a closed system with little support. I've been looking around at other editors out there, but I haven't run into anything that does everything we need. If anyone has any leads on a good (and inexpensive) shape modeler, let me know.
#9
This is all based on my experience/opinion and what I hear around the budget modelers mind you. But I strongly recommend getting Milkshape top support.
Another thing to note is that Milkshape doesn't seem to carry any sort of licensing restrictions/royalties.
12/05/2001 (11:10 am)
I think Milkshape seems to be the best bet truthfully. It is the best modeler that doesn't cost an arm or a leg. Although the word "best" is subjective, it does seem to be the favorite of most Mod teams, and since it's easier to use/learn than most other model/animating packages, and seems to have the largest import/export library, people are going to want to stick with it.This is all based on my experience/opinion and what I hear around the budget modelers mind you. But I strongly recommend getting Milkshape top support.
Another thing to note is that Milkshape doesn't seem to carry any sort of licensing restrictions/royalties.
#10
12/05/2001 (4:31 pm)
Maybe I'm just blind, but I haven't found a section of the site which lists the books that are in the rotation at the bottom of every page.
#11
12/05/2001 (5:02 pm)
give blender a shot a free modeler a little difficult to use but not as watered down as milkshape
#12
12/05/2001 (6:46 pm)
Animation Master is reasonably priced. Would it work well for the Torque engine or is it missing any features?
#13
1.) Larger terrain, or some tutorial on enlarging it without losing detail. Instead of having it 256x256, I'd like it 512x512, or 1024x1024. Some single variable that can be changed on the fly. I've tried myself to enlarge it, I just can't figure it out :(
2.) AI. I know it's on the todo list, but it'd be nice to have it now.
GG Staff, you guys are doing an awesome job with this. I thank you :)
Dark
12/06/2001 (4:20 am)
My wishlist:1.) Larger terrain, or some tutorial on enlarging it without losing detail. Instead of having it 256x256, I'd like it 512x512, or 1024x1024. Some single variable that can be changed on the fly. I've tried myself to enlarge it, I just can't figure it out :(
2.) AI. I know it's on the todo list, but it'd be nice to have it now.
GG Staff, you guys are doing an awesome job with this. I thank you :)
Dark
#14
12/10/2001 (10:44 am)
Aimation Master is $300, be nice to have something under $100 that does a reasonable job. Blender is wierd, it does way more then we need and I find it hard to use. I'm not sure about AM, but I don't think Blender supports multiple animation sequences per shape (the same problem we have with Max) and I'm don't think it would be easy to add.
#15
http://www.openfx.org/
12/12/2001 (9:48 am)
Since Im not a modeller, Im not sure if it will work or not. But, have you looked at OpenFX? http://www.openfx.org/
#16
12/12/2001 (11:40 am)
Wish: The demo =)
#17
2. Doors
3. Vehicles
keep up the good work! can't wait till i get $100 to buy the license.
12/12/2001 (1:01 pm)
1. Breakable glass2. Doors
3. Vehicles
keep up the good work! can't wait till i get $100 to buy the license.
#18
-Evan
12/13/2001 (6:37 pm)
I'd definetly have to say that larger map sizes would be great. Mmm, big maps.-Evan
#19
12/14/2001 (9:20 am)
Should be able to do breakable glass now. You'd have to build a dts window shape in max along with small glass shard shapes. The glass object can be setup to use the shards for debris when it's destroyed. Might need a little coding on the explosion part to make it look exactly the way you want, but you should be able to get something going with what's there.
#20
It migh tbe a good idea to have more detailed information on the sequences (blend sequence, transform enabels, etc). Maybe being able to view nodes in the model, to make sure they export.
Maybe more controls for the player, like advance one frame, etc.
I'm a suckwe for tools ;)
12/23/2001 (4:24 pm)
How about more functionality on the tools, in particular the model viewer?It migh tbe a good idea to have more detailed information on the sequences (blend sequence, transform enabels, etc). Maybe being able to view nodes in the model, to make sure they export.
Maybe more controls for the player, like advance one frame, etc.
I'm a suckwe for tools ;)
Torque Owner Marko Fithian