Game Development Community

EGTGE - Call for help from modellers

by Edward F. Maurina III · in Torque Game Engine · 09/18/2004 (6:00 pm) · 14 replies

Hello all! I'm still writing furiously, trying to get a draft copy ready before IGC'04. I'm currently reviewing sections where I left 'work-to-do' items. One of those items is a bipedal character using Milkshape. I've currently got a very shoddy blockman, but I'd like to have something a little (lot) nicer.

Well... I must admit, modelling is not one of my greater skills and I'm currently in serious need of assistance.

So, this is a call to any and all in the community who would like to contribute a working milkshape biped for the Guide. I'll post all contibuted models on my web-site so that folks can use them. Also, for the model that most closely meets my needs (i.e. the one that I use), I'll post credits in the guide (unless you wish to be anonymous). I know it isn't much but I'm hoping that someone will step up nonetheless.

Meanwhile, anyone who want to look at (make fun of) my current block man can get it here.

What are the requirements for the submitted models you say?

ANIMATIONS -

root - default animation played while player is idle
run - forward running/walking animation
back - backwards running/walking animation
side - sideways motion animation
jump - while-moving jumping animation
standjump - stationary jumping animation
fall - animation that plays after player has been falling for about 1 second
land - animation that plays on a hard landing
head - up-down looking animation (blended)
headside - left-right looking animation (blended)
look - up-down aiming weapon animation (blended)

(I explain them for those who model well but may not know what each animation is)

GEOMETRY -
I'm looking for a simple (read as low-geometry) model. Therefore, a block guy would be best.

NODES -
Feel free to use whatever hierarchy you prefer. I'll add extra nodes if I need them.

PREFERRED EXPORTER -
Chris Robertson's DTS Plus
Note: Standard exporter OK too, but does not support blended animations.

Where to send them?

Feel free to send your models to: egt@hallofworlds.com

Thanks in advance to any and all who decide to help.

[HOW]EdM|EGTGE

#1
09/18/2004 (7:33 pm)
Ed's EGTGE rocks. If anyone can help with some modeling, that'd be awesome. I can't wait for this thing to be complete; please help EGTGE take its next step! :)
#2
09/18/2004 (7:56 pm)
Just got a copy of the EGTGE last night. It has some excellent information.

Wish I knew enough about modeling for Torque, and about modeling in Milkshape (Max wouldn't be much of a problem). I'd help out.
#3
09/18/2004 (10:24 pm)
@Josh - Thanks! I'm going 'insane in the membrane' workin on this, but it's coming together well. I'll be sending out updates to the free version as well as some teasers soon. I'll update you on the other parts in not too long also.

@Joe - Good deal. Keep an eye out for the update which is significantly better (and more correct) than the current distro.

Note: Sure, 'soon' is a relative term, but hey I'm workin on it. :)

[HOW]EdM|EGTGE
#4
09/19/2004 (8:40 am)
Http://www.garagegames.com/mg/forums/result.thread.php?qt=21168

this thread has the Milkshape Orc (edit actually, the Milkshape monster). Also, I have a copy of the Blue Guy that is working in Milkshape. I don't have any webspace right now, otherwise I would let you download it. You could just get it from JoeMaru's plan. I converted it using UV Ultimate Unwrap and exporting it to milkshape with bones. The animations are separate so they are still available. Rex showed me how to do all of this so he probably has something.

Let me know if I can help.

Joe
#5
09/19/2004 (8:57 am)
I downloaded the free version awile and was wondering what was up with the other version. I mean does it have a bunch of extra stuff and where can I get it from. Also does it have a bunch of stuff that is not covered in 3DGPAi1?
#6
09/19/2004 (9:47 am)
@Joseph - Thanks for the data. I hadn't considered the use of UVUU as part of the process. I've been thinking about the blue guy, but I'll need to talk to JoeM. first. Also, I'm still looking for a model with embedded animations so folks (including me) have something to examine.

@Eric - Wow. A pretty direct question! That's cool. "So, what is up with this other version?" Well, the gist of it is:

1. A free version (which gets upgraded as I continue to work on the full guide).
2. The full version, which will not be free, but instead distributed via GG.
3. I'm still working on it and it is a truly monumental (for me) task. I'll be bringing a DRAFT to IGC'04. So, if you are attending you can get a first hand look there.

"Does it have a bunch of other stuff that is not covered in Ken's book?"
1. It has some overlap, which is to be expected since we're both talking about TGE.
2. I focus on TGE only and, yes I do think you'll be happy with the fact that it covers things Ken's book doesn't. The goal isn't to have another book like Ken's, but instead something to complement it.

I released a TOC and progress snapshot a bit ago in my .plan . You should take a look and judge for yourself.

@You - Yes, anyone still reading. :) I'm still looking for more help so if you're interested please contact me.

Thanks all!

[HOW]EdM|EGTGE

(edits: typos, a bit more data, the norm)
#7
09/19/2004 (12:22 pm)
Just some random feedback, but I think it would be awesome to have a chapter -- or maybe a whole different version of the guide -- specifically for artists/modelers who will never touch a line of code. I'd love to give such a guide to one of my modelers who is not familiar (nor wants to be) with the TGE, but instead will be giving the completed art assests to the programmer(s) to import. There's been some discussion lately about making the place more artist-friendly and I guess that's along the lines I'm thinking here. Thanks.
#8
09/19/2004 (12:30 pm)
Edward: Might I suggest that you also post a copy of your initial post in the public Torque forums? Many artists do not have a Torque license, as they have less need to access the source code directly.
#9
09/19/2004 (1:09 pm)
@Joshua - I would love to hear more ideas regarding this request. Currently the guide does mention some details regarding interfacing with the engine, but the bulk of it talks about how to handle the myriad of features via script. The sections not released for free are more terse than the previous chapters. I'm trying to strike a balance between reference and walkthough. Thus, for each concept/feature discussed I give a sample lesson with sample code, data blocks, models, needed animations, textures, etc. (Note: very little of this code is listed in the guide, but it is well commented and each lesson is standalone in the sense that most if not all the code is in one place.)

I know what I said may seem a bit confusing, but I've departed from the standard...
1. make a mission,
2. add some stuff,
3. load, test, reload, test some more...

instead, I have a single mission which has been equipped with some special scripts and GUIS that allow me (and other users) to create a 'lesson' which is then loaded on the fly. It's similar to the mission paradigm without all the overhead. Furthermore it encapsulates many 'repetitive' features in utility scripts and in the structure of the lesson scripts themselves... Anyways, the short of it is,

1. It makes my life easier.
2. It makes it easier to examine the code related to lesson (for the user)
3. Users can easily add their own lessons or experiment with the existing ones without the tiresome re-loading overhead.

@Wysardy - Yes, I had considered this and I probably should. Honestly, I don't recall at this point what prompted me to use the private forums. Thanks for the suggestion. Ahh yes, now I remember...SPAM... I'm always leary of exposing my e-mail addr in public forums. I get enough SPAM as it is. :)

[HOW]EdM|EGTGE
#10
09/19/2004 (1:46 pm)
How about adding EGTGE to the project and help wanted sections, then giving out the URL for them? Members can then contact you via an online form (unless I'm missing the point of them).

Alternatively, add a contact form to your web site and just link to that.

Btw, you have an email address displayed in your profile.
#11
09/19/2004 (3:17 pm)
@Wysardy - Good suggestions. Thanks. I hope I didn't come off as flippant there. I know it is sometimes hard to read the 'tone' of messages. Thanks too for the notice on my profile. I have it set as non-public, so I'm hoping that will be OK.

Thanks again!

[HOW]EdM|EGTGE
#12
09/19/2004 (6:46 pm)
Completely off-topic, but since the convo moved in this direction, I'd just like to say that an artist's guide for Torque would be a good thing. I'm talking with a couple people about doing such guides at the moment, but if anybody who is very familiar with Torque's art pipeline would like to contact me about it, I'd be very interested to talk! joshw@garagegames.com
#13
09/20/2004 (2:57 am)
I agree with Josh...
You should consider making an Artist book... It's a great idea. Covering All the supported Packages (Lightwave,Maya,Blender,Milkshape,3D Studio Max, etc.) with limitations and step-by-step how-to's.... covering Players to Vehicles.
#14
09/21/2004 (6:06 pm)
Alright dude i read the plan and i think the guide sounds great. Oh and you may have answered this before but how much do think this "full version" is gonna cost?