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Konrad Kiss's Resources

Dynamic snow accumulation using Sahara for Torque 3D 1.1

This is a resource that allows you to dynamically change the accumulation of snow on mission objects depending on the weather. It requires Sahara for Torque 3D 1.1.

Author Konrad Kiss Date 09/11/2011 (3:55 pm) Comment 36 comments

AI Behavior Trees for Torque

Behavior trees offer a fast and scalable solution when dealing with game AI. This resource is a parser that lets you make use of XML behavior trees via assigning them to any object exposed to TorqueScript. (Works with all Torque products that support TorqueScript.)

Author Konrad Kiss Date 07/21/2011 (11:08 am) Comment 11 comments

Largest object position inheritance for Prefabs

Our game places prefabs procedurally (say that fast!) and we often use prefabs as a way to create several instances of one object. Placing prefabs on the fly was giving us unnecessary headaches which this resource addresses.

Author Konrad Kiss Date 11/29/2010 (2:30 pm) Comment 12 comments

Specular channel embedder in PHP

This short php script uses the GD library to embed the average of the rgb channels of one image into another's alpha channel. Very useful for embedding specular maps into diffuse (TGEA) or normal (Torque 3D) maps.

Author Konrad Kiss Date 11/03/2009 (6:58 pm) Comment 2 comments

Patch to Markup Lite Converter

This is a web-based Patch to Markup Lite converter that will make it a lot easier for you to create instructions on how to install a resource by simply generating a patch of the changes and converting them to Markup Lite instructions that you can post in your GG resource blogs.

Author Konrad Kiss Date 10/12/2009 (5:21 pm) Comment 9 comments

Silhouette selection via postFx for Torque3D

This resource adds a new postFx to Torque3D that can be used to render your selected object with a silhouette and a colored overlay.

Author Konrad Kiss Date 07/13/2009 (10:43 am) Comment 90 comments

Scaling a mounted ShapeBaseImage

By default, mounted objects such as weapons are scaled to the mounting object's scale. This resource makes it possible to add further scaling that is set by the datablock of shape image. That means that you can set the size of the mounted weapon without having to re-export.

Author Konrad Kiss Date 07/02/2009 (3:40 pm) Comment 39 comments

Animation speed based on object scale

This one-liner will scale the animation of your player to the scale of the player. IE: large monsters move slowly, small ones move fast.

Author Konrad Kiss Date 06/06/2009 (2:24 am) Comment 6 comments

Layer based traversability for Torque3D terrains

This is my second Torque3D terrains related resource, which lets you define layers that can't be walked upon (or jumped over) by your player. This is an easy way to create movement constraints in your game.

Author Konrad Kiss Date 06/03/2009 (3:12 am) Comment 35 comments

Rule based layer distribution for Torque3D terrains

The terrain system in Torque3D allows for creating high quality terrains. It's editor grants you the tools needed to do just about anything. This resource further expands the editor with a simple rule based layer mask generator.

Author Konrad Kiss Date 05/05/2009 (10:01 am) Comment 58 comments

Inline anonymous function declarations in TorqueScript

This resource explains how you can add inline anonymous function declarations as a parameter of a function call to TorqueScript.

Author Konrad Kiss Date 03/20/2009 (1:52 pm) Comment 22 comments

Shader tech behind material accumulation for cliffs

I've been asked about the shader tech behind material accumulation for the BG Cliff Construction Kit. This article will reveal the basic concept with a few shader code samples.

Author Konrad Kiss Date 11/20/2008 (1:37 pm) Comment 4 comments

Make your source code readable

Every developer has his own way of indenting and reading source code. Regretfully, new lines and indents in the TGEA 1.7.1 source are nothing like what I'm used to. Here's what I did to make the source more readable to me.

Author Konrad Kiss Date 10/14/2008 (12:04 pm) Comment 10 comments

Automatic blended terrain texture property map generation

Property maps are used by the engine to be able to tell what color a foot puff or vehicle puff should be on a given material of the terrain, or what it should sound like when you step on it. This resource adds automatic property map generation with default values for each terrain texture, so you have vehicle and player foot puffs even if there are no propertyMap.cs files around.

Author Konrad Kiss Date 08/04/2008 (12:48 pm) Comment 2 comments

Footpuff and vehicle dust fix for TGEA 1.7.1

TGEA has been without footpuffs and vehicle dust. This resource switches them back on. Before you start, please check out my [url=www.garagegames.com/community/blogs/view/15199]Automatic blended terrain texture property map generation[/url] resource, because you will need property maps set up to see the puffs.

Author Konrad Kiss Date 08/04/2008 (12:48 pm) Comment 8 comments

Unique loading screen for each mission

This resource lets you specify separate loading screen bitmaps for each of your missions.

Author Konrad Kiss Date 06/30/2008 (2:46 pm) Comment 11 comments