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TGEA Alpha starter.kits

by Alienforce · 02/05/2007 (4:20 pm) · 98 comments

www.gizmoteket.se/gizmoteket/post/m4ska.jpg
Hi All,

I have done a "alpha" port of Starter.Fps and Starter.Racing from TGE 1.4.2 to TGEA ms4.2
This is plain port without any TGEA eyecandy features but i think it can be a good starting template
anyways i thought i should share it and please post any issues you might find in the download thread and
i will look into it.

www.gizmoteket.se/gizmoteket/post/kitsnaps.jpg
Download
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#1
02/05/2007 (6:43 pm)
You are a legend! - I was waiting for this. Very generous of you :)
#2
02/05/2007 (7:29 pm)
Yes, this is great.
Thank you.
Todd
#3
02/05/2007 (8:40 pm)
Awesome! Downloading now!

Thanks!
#4
02/05/2007 (9:24 pm)
What!? No space orc?!! *grin*
Thanks.
#5
02/05/2007 (10:09 pm)
just replace the player folder with the space orc player folder.

Good job btw.
#6
02/06/2007 (7:29 am)
no eyecandy!!! whaaaaa... whaaaaaaaa... :)

nice stuff AF... big time thx...

--Mike
#7
02/06/2007 (2:38 pm)
This is GREAT! I was trying to port over the starter.fps example into TGEA 4.2 but couldn't get terrains working properly ...

I put space orc in mine and it looks great... thanks for sharing this. I totally appreciate it :)
#8
02/06/2007 (3:33 pm)
Hi Guys,
Thanks for comments.
I have decided to release a TGEA enhancement addon for the kits which takes advantage of TGEA rendering
possibilitys. It will include the SpaceOrc with his spacegun :) and full rewrite of the materials to support normalmaps etc..
Stay tuned for a eyecandy update really soon ;) and ofcourse updates on the kits.

And please remember this is a alpha release so dont forget to post any issues in the dowload thread.
#9
02/06/2007 (4:23 pm)
also. why doesnt the bloom or DRL/HDR work on these levels.
#10
02/06/2007 (5:29 pm)
@T Squared
It works, just Launch the missioneditor find the "Sun" object and under "scene lightning" activate the properties that suit your needs.

www.gizmoteket.se/gizmoteket/post/sup_bloom.jpg
#11
02/06/2007 (6:02 pm)
ahhh, so thats where TGEA places there bloom info. thanks! (use to TGE DRL)
#12
02/12/2007 (1:25 am)
Nice...
#13
02/12/2007 (1:16 pm)
Any news on that eyecandy?

BTW I tried droping the content of the space orc folder into the player folder and I have the space orc but he is all white? so I have to add some code for his shader or something somewhere?
#14
02/12/2007 (4:10 pm)
A new version will be out tomorrow :) With lots of eyecandy.

Just copy all of the content of the SpaceOrc folder into the player folder should do the trick.
Just did a recheck with a clean TGEA starter.fps without any changes.

Keep me posted.
#15
02/13/2007 (7:17 am)
yeah I did that but I'm getting a white space orc. Do I need to delete the player content before I place the space orc content in there?
#16
02/15/2007 (4:37 pm)
Quick update:
I just downloaded the final TGEA 1.0 version and will ensure that the starter kits works ok.
So the release of the starter kits will be done asap.

Stay tuned.
#17
02/15/2007 (7:42 pm)
super sweet
may should try porting the 1.5 starter kits instead of the 1.4.2 ones. they are much nicer starting points.

I can host them if you dont have them
#18
02/17/2007 (7:58 pm)
Is atlas going to be enabled?
#19
02/18/2007 (2:12 am)
New versions will deployed on Monday. Sorry for the delay.
A alpha port of the RTS kit is also in the loop now.

@James
I have ported almost everything in the 1.5 starter kit the only thing is that i dont know how to be able share the 1.5 kit since it contains new art only the costumer who bought the 1.5 upgrade are entitled to.
Working on Atlas :) to be included.
#20
02/18/2007 (10:42 am)
hmm that is a good question. is there a forum that 1.5 customers only have access to? May want to ask GG if it is ok. I mean this is stuff we should be getting with TGEA anyway. Especially since you have been so kind as to to their job for them. I would be happy to host a private Download if needed. anything I can do to help.

These starter kits are legacy terrain right?
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