An updated version of this resource: http://garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13326 A few bugs have been fixed and some demo scripts have been added to make it easier to use. Including integration into starter.fps (1.5.2) with a demo mission.
Author Gabriel Notman Date 04/03/2008 (10:29 am) Comment 62 comments
This resource includes the gui and script necessary to create a barebones but fully functional relational database table editor. You can use it for your complex database editing needs and expand it to create some really handy ingame authoring tools.
Author Dave Young Date 04/03/2008 (10:29 am) Comment 3 comments
While there are a few approaches to getting day and night cycles into TGEA, most depend on updating the HDR multiplier. This assumes that the user is running on pretty nice hardware. DRL is currently not compatible with anti-aliasing and as a major performance killer. This approach uses three separate dmls. It sends them through a shader and the result is an interpolated blend of them based on the elevation of the sun. This effect is cheap and gives pretty good results.
Author Matt Vitelli Date 04/03/2008 (10:28 am) Comment 57 comments
Create Mount Points in Blender after you have made your Weapon Mesh
Author DreamPharaoh Date 03/14/2008 (10:10 am) Comment 4 comments
I've been attempting to make my structures for my game more complex that just the basic BSP editing of Constructor. I'm not that knowledgeable in Constructor to do some of the things I would like, so I use the dts support constructor has to make some really nice difs. I figured a good artist (I'm definitely not) you could come up with some Two World like structures.
Author J Date 03/14/2008 (10:09 am) Comment 3 comments
This resource is designed to help people get a jump start on making a RTS game, without the extra cost :D. In here, you will add some additional code to the engine that allows you to select and command multiple units, as well as place structures in your game.
Author Caleb Date 03/12/2008 (9:56 am) Comment 32 comments
A primitive alternative array class implemented in script.
Author Orion Elenzil Date 03/12/2008 (9:56 am) Comment 16 comments
DTS models to block player (and other shapes) movement.
Author Shaderman Date 03/12/2008 (9:56 am) Comment 3 comments
Have you ever needed a server side material list in TGE? Perhaps to maintain a list of base texture names for nefarious purposes muahahaha? Well if so, this resource, brought to you by esteemed TorqueSchool course developer Dave Young, is meant to perform just that activity. It's a resource because we shed real blood figuring this one out.
Author Dave Young Date 03/06/2008 (11:38 am) Comment 2 comments
As a merge of //http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10957 which was for TGEA, I needed to implement this in my TGE codebase as part of a material overhaul. This resource allows for both the oldname/newname style reskinning, as well as multiple material updates in a single pack/unpack cycle. So if you have a mesh with multiple textures on it, you can reskin several of them safely and be assured that the clients will see the changes.
Author Dave Young Date 03/06/2008 (11:38 am) Comment 7 comments






