Torque X 3D Update - July 10
by Thomas Buscaglia · in Torque X 2D · 07/10/2007 (6:29 pm) · 65 replies
It's that time again! After nearly a month, it's time for another Torque X 3D community status update. This one will be a little shorter than the first one, but hopefully just as interesting. If you haven't read the previous update, check it out first.
For this update I'll gab on a bit about what I've been working on. Adam will likely be posting soon with an update of his own, so I won't go into too much detail on what he's been up to.
First off, some pretty:

You might recognize this patchy terrain from the the first update - now with one minor difference: a detail map. I was amazed how much it added to the apparent detail of the terrain. Another thing you might notice in this shot is the distance fog and fullscreen bloom effect. Adam worked on all the postprocessing stuff, so I'll leave it to him to post about that.
The fog can be used to create some pretty neat effects:


Another major addition that wasn't covered in the last update was the inventory, pickup, and equipment system. Here you can see the new Torque X FPS robot dude holding his flag and gun on a hilltop:

This can now be set up entirely in the scene file with simple interface. As Adam and I have mentioned before, everything is componentised. To give you an idea of exactly what that means (and also just how the inventory and equipment system is manipulated) here's the current player template from our FPS test scene with the inventory component definition expanded and all other component definitions collapsed:
That's all from me for now. Thanks for reading. ;D
For this update I'll gab on a bit about what I've been working on. Adam will likely be posting soon with an update of his own, so I won't go into too much detail on what he's been up to.
First off, some pretty:

You might recognize this patchy terrain from the the first update - now with one minor difference: a detail map. I was amazed how much it added to the apparent detail of the terrain. Another thing you might notice in this shot is the distance fog and fullscreen bloom effect. Adam worked on all the postprocessing stuff, so I'll leave it to him to post about that.
The fog can be used to create some pretty neat effects:


Another major addition that wasn't covered in the last update was the inventory, pickup, and equipment system. Here you can see the new Torque X FPS robot dude holding his flag and gun on a hilltop:

This can now be set up entirely in the scene file with simple interface. As Adam and I have mentioned before, everything is componentised. To give you an idea of exactly what that means (and also just how the inventory and equipment system is manipulated) here's the current player template from our FPS test scene with the inventory component definition expanded and all other component definitions collapsed:
<TorqueObject type="GarageGames.Torque.Core.TorqueObject" name="Player"> <IsTemplate>true</IsTemplate> <Components> <ShadowCasterComponent type="GarageGames.Torque.Lighting.BlobShadowCasterComponent"> <T3DInventoryComponent type="StarterGame.T3DInventoryComponent"> <ItemDropSceneGroup>PlayerMesh</ItemDropSceneGroup> <ItemDropNode>cam</ItemDropNode> <ItemDropOffset> <X>0</X> <Y>2</Y> <Z>0</Z> </ItemDropOffset> <ItemSlots> <ItemSlot type="StarterGame.T3DMountedEquippableItemSlot"> <ItemName>CTFFlag</ItemName> <EquipmentTemplate nameRef="FlagTemplate"/> <OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName> <OwnerAttachNode>LeftHandEnd</OwnerAttachNode> <DroppedObjectTemplate nameRef="FlagPickupTemplate"/> </ItemSlot> <ItemSlot type="StarterGame.T3DMountedEquippableItemSlot"> <ItemName>UglyGun</ItemName> <EquipmentTemplate nameRef="GunWeaponTemplate"/> <OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName> <OwnerAttachNode>Mount0</OwnerAttachNode> </ItemSlot> <ItemSlot type="StarterGame.T3DMountedEquippableItemSlot"> <ItemName>UglyGun2</ItemName> <EquipmentTemplate nameRef="GunWeaponTemplate2"/> <OwnerSceneGroupName>PlayerMesh</OwnerSceneGroupName> <OwnerAttachNode>Mount0</OwnerAttachNode> </ItemSlot> </ItemSlots> </T3DInventoryComponent> <T3DMountComponent type="GarageGames.Torque.T3D.T3DMountComponent"> <InputComponent type="StarterGame.FPSPlayerInputComponent"> <AnimationManager type="GarageGames.Torque.T3D.T3DAnimationComponent"> <T3DTSRenderComponent type="GarageGames.Torque.T3D.T3DTSRenderComponent"> <T3DSceneComponent type="GarageGames.Torque.T3D.T3DSceneComponent"> <ControlComponent type="StarterGame.FPSPlayerControlComponent"> <RigidComponent type="GarageGames.Torque.T3D.T3DRigidComponent"> <PlayerCamera type="StarterGame.FPSPlayerCameraComponent"> </Components> </TorqueObject>
That's all from me for now. Thanks for reading. ;D
About the author
Formerly GarageGames designer and gameplay/engine programmer of 5 years. Founder and President at Flying Mongoose Labs, Lead Gameplay Engineer and Senior Designer at LumaArcade, head of the Las Vegas chapter of the IGDA.
#62
Edit: I realized I didn't actually answer your question... I have no idea what the exact details of the partnership with Microsoft entails, but I'm pretty sure 3D tools would be included in the bundle. I could be wrong on that, though.
09/05/2007 (9:13 pm)
We don't have our full-bore 3D tools yet, so everyone will likely get the same free 3D tools for the initial release. I can't imagine us charging for the mission converter at this point.Edit: I realized I didn't actually answer your question... I have no idea what the exact details of the partnership with Microsoft entails, but I'm pretty sure 3D tools would be included in the bundle. I could be wrong on that, though.
#63
to clarify:
http://www.garagegames.com/mg/forums/result.thread.php?qt=66839
Even if you answer it there since we're all checking updates to TorqueX here I thought this would be a good place to get that info out as well..
Thanks...
09/06/2007 (8:42 pm)
Hey Thomas, are you still looking up (since it's directly related to TorqueX and maybe can be fixed or clarified for 1.5/2.0) the concerns about the license not allowing TorqueX to be networked? I didn't know if you forgot about the thread or what-not and figured you could answer it here in the TorqueX update thread..to clarify:
http://www.garagegames.com/mg/forums/result.thread.php?qt=66839
Even if you answer it there since we're all checking updates to TorqueX here I thought this would be a good place to get that info out as well..
Thanks...
#64
09/07/2007 (4:26 pm)
Yea, that's stupid. Nobody I've talked to knows how that language got there and the person who wrote those EULA's is out of town at the moment on business. Unless we're contractually obligated (with Microsoft) to have language like that in the EULA, I wouldn't expect it to be around in the next release. I'll get a definite response ASAP.
#65
thanks,
-=[Kevin]=-
09/07/2007 (4:39 pm)
Lol. I like your response. Well anyhow thanks for being upfront. I think I'll have to keep up with some of your other posts. The ones I've seen you seem as straight forward as you can be without getting into trouble...thanks,
-=[Kevin]=-
Torque Owner Dro Sarhadian