TGEA Alpha starter.kits
by Alienforce · 02/05/2007 (4:20 pm) · 98 comments

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.

Download
About the author
#62
Stay tuned. I have devoted the next upcomming days just to get these kits ready.
06/03/2007 (11:49 am)
I have found some weird issues in the kits i am currently try to pin down so the kits will not be online for 1-2 days. I want to have them 100% working as the orignal kits for TGE.Stay tuned. I have devoted the next upcomming days just to get these kits ready.
#63
06/03/2007 (3:21 pm)
good news alien. I'd rather have a fully functional bug free version than a rushed one. We're all excited to see you finished, but we're more excited to see a finished product ;)
#64
06/04/2007 (1:06 am)
Totally agree with him (points up)... Good look pinning down the issues - can't wait to see the result. I think I speak for the entire TGEA community when I see your hard work on this is greatly appreciated.
#65
06/09/2007 (12:51 pm)
Any updates on this?
#66
Keep up the great work though.
06/09/2007 (4:04 pm)
Yeah, hey man I know that you are prolly busy but could "if you are not already getting ready to post them" tell what is left to fix before they are released?Keep up the great work though.
#67
But for the tech stuff. I have been stuck with issues with transparence material bugs and max exporter issues with the "sort mesh" not supported by TGEA :/ also i am working get the HUD working with starter.racing and DTS ShapeReplicator 100% working and get rid off any non orginal kits behaviors :)
My goal is to release starter.fps (1.4.2 and 1.5.2), starter.racing and starter.rts (1.0) at the same time.
There will be two versions of every kit, one exported exactly as the orginal kit and the other with "eyecandy" features enabled to showoff TGEA.
More news later on....
06/10/2007 (9:28 am)
Hmmm.... To much sun :) Beach... cold drinks... has been the main hickup right now.But for the tech stuff. I have been stuck with issues with transparence material bugs and max exporter issues with the "sort mesh" not supported by TGEA :/ also i am working get the HUD working with starter.racing and DTS ShapeReplicator 100% working and get rid off any non orginal kits behaviors :)
My goal is to release starter.fps (1.4.2 and 1.5.2), starter.racing and starter.rts (1.0) at the same time.
There will be two versions of every kit, one exported exactly as the orginal kit and the other with "eyecandy" features enabled to showoff TGEA.
More news later on....
#69
Hi, I'm experimenting a lot of problems with transparencies in TGEA, can I ask you if you find some docs usefull to post some links to them? Yet searched a lot but nothing usefull found by now...
Tnx,
JoZ
06/11/2007 (2:38 pm)
@ Alienforce:Hi, I'm experimenting a lot of problems with transparencies in TGEA, can I ask you if you find some docs usefull to post some links to them? Yet searched a lot but nothing usefull found by now...
Tnx,
JoZ
#71
http://tdn.garagegames.com/wiki/TSE/Materials/Translucency
Tried this and works for a few but not all my transparencies
06/20/2007 (9:41 pm)
Been having the same issues with the transparencies also.http://tdn.garagegames.com/wiki/TSE/Materials/Translucency
Tried this and works for a few but not all my transparencies
new Material()
{
mapTo = ;
baseTex[0] = "";
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
alphaRef = 20;
#72
06/26/2007 (8:01 pm)
I had some trouble with transparency as well. The TDN says that you can use .tga files with alpha channels for transparency but I did not have any luck using them for GUI images. In the end, I was forced to use .png files which makes me very sad.
#73
06/27/2007 (9:06 am)
yeah this is very annorying as photoshop doen't read png's alpha channel properly it read it as a lingle unlocked layer with transparency.
#74
06/27/2007 (10:14 am)
There is a bug with "sort mesh" function with tgea. I am working on it right now :)
#75
07/05/2007 (1:56 pm)
Update?
#76
07/06/2007 (9:15 am)
I will continue working on it next week. Right now i am working on the starter.RTS port again :/
#77
07/12/2007 (7:13 pm)
I have some trouble with my ISP right now... :/
#79
Also having a huge problem with getting a good looking Atlas2 terrain of the stronghold.
Looks great from far away like most of the screenshots of Atlas terrains :) but in fps/3ps worldview it looks not good at all. Have been trying to rewrite/modify the legacy terrain insteed to support larger textures and have used 512x512, 1024x1024 and even a 2048x2048 just for fun. The problem is when using larger terrain textures they get very "fuzzy and blurry" and i havent found any way to get them sharp yet.
07/16/2007 (4:48 pm)
ISP problem solved. Alpha sort bug on export not... but soon i hope :/ working on it.Also having a huge problem with getting a good looking Atlas2 terrain of the stronghold.
Looks great from far away like most of the screenshots of Atlas terrains :) but in fps/3ps worldview it looks not good at all. Have been trying to rewrite/modify the legacy terrain insteed to support larger textures and have used 512x512, 1024x1024 and even a 2048x2048 just for fun. The problem is when using larger terrain textures they get very "fuzzy and blurry" and i havent found any way to get them sharp yet.
#80
To get you up and running faster.
There will be a fresh update in a couple days :)
Stay tuned!
07/19/2007 (8:39 am)
I going to do these conversion/porting in new way that will speed up things.To get you up and running faster.
There will be a fresh update in a couple days :)
Stay tuned!

Torque Owner John Adams
You can adjust the look in the alpha channel of the Normal map.