Woot collision! Where you at?
by Matt Fairfax · 03/08/2004 (10:47 pm) · 20 comments
I have been making an effort to take lots and lots of screenshots as I work. I am trying to figure out the best way to present my projects to the curious. On one hand I am eager to show and tell all of my plans and projects and on the other I have to fight the urge to hold close everything till it is perfect and ready to go. As the presenter I lean in the hush-hush direction but as a reader of other .plans and posts I know just how eager people can be to see or hear anything. It is an interesting balance to strike and I hope that I am doing it well =)
Enough rambling...onto the the good stuff!
First, I have a video of a Quake 3 level in action. I am still learning the best way to use fraps but I think this one came out pretty nice:
www.rustycode.com/matt/q3torque_vid1.avi 10 Mb (Divx format)
Now onto the screenshots! These are a selection of Quake 3 levels I scooped upp off the internet. It normally takes me about 5 mins to prep a Quake 3 level for use with TGE (mostly making the textures power of 2 sized and rearranging the directory structure a tad). Since I don't have a full fledged shader parser yet ;) some textures/geometry don't get rendered. Now for your viewing pleasure:








* Note that the framerates you see there are from a debug build on a GeForce 4200 Go (lowend GF4 Ti)
Bet you never expected to see interiors like that in Torque, eh?
So where do I go from here? I've decided to wrap this code up very soon and to submit it as a free resource to the community!
/me waves to the cheering crowd ;)
I still have some bug fixes and I would really like to get player and terrain shadowing working before I release it. I will keep posting regular updates and will soon have a release date =)
Enough rambling...onto the the good stuff!
First, I have a video of a Quake 3 level in action. I am still learning the best way to use fraps but I think this one came out pretty nice:
www.rustycode.com/matt/q3torque_vid1.avi 10 Mb (Divx format)
Now onto the screenshots! These are a selection of Quake 3 levels I scooped upp off the internet. It normally takes me about 5 mins to prep a Quake 3 level for use with TGE (mostly making the textures power of 2 sized and rearranging the directory structure a tad). Since I don't have a full fledged shader parser yet ;) some textures/geometry don't get rendered. Now for your viewing pleasure:








* Note that the framerates you see there are from a debug build on a GeForce 4200 Go (lowend GF4 Ti)
Bet you never expected to see interiors like that in Torque, eh?
So where do I go from here? I've decided to wrap this code up very soon and to submit it as a free resource to the community!
/me waves to the cheering crowd ;)
I still have some bug fixes and I would really like to get player and terrain shadowing working before I release it. I will keep posting regular updates and will soon have a release date =)
About the author
I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#2
03/08/2004 (11:54 pm)
I love you Matthew Fairfax ;)
#3
03/08/2004 (11:57 pm)
Hey! Look it's me, I am the cheering crowd! \o/
#4
03/09/2004 (12:07 am)
Hmm... the New Orc would look pretty good in those levels
#6
03/09/2004 (1:52 am)
Wow! Impressive! Can we use it like the normal interiors we have now, or do we have to use it in a special way?
#7
Phil,
I am moving it to GameBase instead of SceneObject today (done that before....no gotchas that I know of). This'll give it processTick which will open it up for things like doors, elevators, and maybe moving interiors.
Harold,
I could wish =)
Stefan,
These can be used as normal interiors =) There are a few minor considerations in building the map for TGE but those are very easy to deal with =)
03/09/2004 (5:48 am)
Thanks everyone!Phil,
I am moving it to GameBase instead of SceneObject today (done that before....no gotchas that I know of). This'll give it processTick which will open it up for things like doors, elevators, and maybe moving interiors.
Harold,
I could wish =)
Stefan,
These can be used as normal interiors =) There are a few minor considerations in building the map for TGE but those are very easy to deal with =)
#9
03/09/2004 (9:15 am)
Awesome!
#10
03/09/2004 (10:04 am)
@Matt: I would love to support this stuff in my .map exporter for trueSpace/gameSpace. Do you have any docs on this stuff I can work off of or sample maps? Or is it straight-up Q3 maps? This completely rocks!!! =D
#12
03/09/2004 (11:44 am)
Nice, I'll start planning on supporting that format =)
#13
03/09/2004 (3:16 pm)
Freakin' excellence.
#14
03/09/2004 (4:38 pm)
Wouldn't mind seeing comparison screenshots from Quake for these maps.
#15
03/10/2004 (4:01 am)
awesomeness... it'll be even better with shadows :D If only everyone could do stuff this cool, then we would have some sort of super engine :D
#16
03/10/2004 (12:47 pm)
Nice work, Matt.
#17
03/12/2004 (8:04 pm)
Awesome work, I've been following your progress on this for along time. Bezier support will add so much value to TGE for me that I can't explain it in words...So cool man. :)
#18
04/06/2004 (12:16 pm)
So, any progress on this? I can't wait to give it a try.
#19
06/12/2004 (1:50 am)
How is this coming along Matt? any change of it coming out as a resource?
#20
Toby.
12/06/2005 (3:35 pm)
Which editor are u using to compile the maps? I've been doing these through Worldcraft for some HL maps. Been quite good results.Toby.

Torque Owner Kevin Reay