Game Development Community

Wish List Section

by Jeff Trier · in Torque Game Engine · 12/04/2001 (7:25 pm) · 49 replies

I was think it would be great to have a section devoted to the wishful thinking of Torque Customers. :)

If there were, I could have put this topic there, see what I mean? It would have come in handy already! :)


-Jeff

About the author

Originally a Classical/Metal musician, I've always been attracted to anything involving computers, including: Networking, PC Building and Repair, software design and coding. I've been involved with game design and development for over 10 years.

#21
12/23/2001 (7:35 pm)
With all the talk about milkshape and other modelling programs not being functional enough and 3dsmax being too expencive, maybe someone who is interested could think about making a simple 3d modeler using the torque engine.

You already know that torque can load the file formats, and it can also display them, it's just a simple matter (hehe) of a gui and save routines :)

Just a thought.
#22
12/23/2001 (9:58 pm)
I have been trying to get somebody interested in making a 3D shape creation program. There is true potential to make money here. I think a good game modeling program could be sold for $50. Your potential audience is very large, and you could sell at least 1,000 copies per year, and it could go much higher. It may not put you on easy street, but it would be a living.

Use OpenGL as the underlying graphics layer, so the tool could run on the PC, MAC, or Linux. Work with us to make it seamlessly integrate with the Torque, and we'll create a bundled product offering, pushing it as the preferred 3D modeling pogram.

Or another method would be for somebody to start is as an open source product. GG would do all of the project hosting, help the managers come up with a development plan, etc.

Jeff Tunnell GG
#23
12/24/2001 (7:55 am)
I posted this in your plan:

Is there anything wrong with the way milkshape models? What exactly are the problems with it?
I believe the most important problems are with animation, correct?
Couldn't you just create a seperate animating tool then?

It just seemed like a wasted effort to create everything Milkshape has for meshes.
#24
12/24/2001 (10:16 am)
The biggest problem with Milkshape is that it is closed
source. It would be very cool and more in line with
the GarageGames ethic if we had an editor that was open source. I am not proposing the code be GPL'd. I am proposing that the code be open so that other developers can fix bugs, add features and submit patches. There are no decent multiplatform editors that are open available right now. I think it would be a great idea for GG to host a project like this. I have been working on an editor myself specific to the MacOS, but perhaps it can be modified to work across multiple platforms.
#25
01/01/2002 (2:48 pm)
So the guys who designed the smaller 3D appls like Milkshape and CharacterFX wouldn't be interested in creating a new 3D tool that might work completely with Torque in mind? That does sound like an ideal opportunity.

On another note, how possible would it be to have a particle/FX viewer? At the very least, something to view FX from the scripts, or at most a tool to edit and create the FX.

Thanks ;)
#26
01/02/2002 (4:14 pm)
Map sizes definitely. Some of the Tribes 2 maps had larger sizes and I've been copying those over and changing the terrain to get my larger terrain sizes, lol. Also the ability to change the underwater color the player sees from blue to whatever else you want. :) Shouldn't be hard to code in at all. Also fix the bug with fog. For some reason when you have fog with three different color values the fog overlaying the terrain is a different color than what you intended...
#27
01/02/2002 (4:36 pm)
My wish list...

1- Demo (yesterday, already)
2- Vehicle(s)
3- Rick to help me finish this collision details tut.

8-P


BTW GG: Is a MSVC7 (.net) port in the works?
#28
01/02/2002 (5:04 pm)
J Brown,

Why do you want the demo? You already have one. All our demo is going to do is polish up the art so it is presentable to the general public.

Jeff Tunnell GG
#29
01/02/2002 (5:17 pm)
Wow. Vehicles seem to be a popular item... I'll bite.

1) Vehicles - Wheeled, specifically. (I'd like to add a tracked vehicle class later, but a functional wheeled vehicle class would be a helpful starting block/skeleton.)

2) Ground material properties - I know they exist, but you cant seem to have more than one color for footpuffs, etc, which makes me wonder if this is even possible. I'd like to see ground texture properties that allow env maps, and possibly animations. Env. maps on the ground would make for great puddles of water on grassy plains (torrential rains), swamps, ice, etc. (I think Labrat mentioned this one once.). Animated textures for swaying grass effects.

3) Finally, could someone PLEASE call my boss and demand a raise for me? :)



deRost - HAAK Studios
Horizon: Armored Elite
#30
01/04/2002 (9:20 am)
Garret, all terrain sizes are set to 256x256. I think you're talking about the tile size. All that does is stretch the terrain, it's bigger, but less detailed.

*Edit: I keep reading about vehicles. I thought they worked already, but there aren't and examples. Am I wrong?


Dark
#31
01/04/2002 (9:26 am)
yeah vehicle code is in torque, but there are none vehicles coded, (shrike, cycle, etc) tho you can grab the code from the T2 vehicles and it will work perfectly
#32
01/04/2002 (10:20 am)
Quote:
I have been trying to get somebody interested in making a 3D shape creation program. There is true potential to make money here. I think a good game modeling program could be sold for $50. Your potential audience is very large, and you could sell at least 1,000 copies per year, and it could go much higher. It may not put you on easy street, but it would be a living.

Use OpenGL as the underlying graphics layer, so the tool could run on the PC, MAC, or Linux. Work with us to make it seamlessly integrate with the Torque, and we'll create a bundled product offering, pushing it as the preferred 3D modeling pogram.

Or another method would be for somebody to start is as an open source product. GG would do all of the project hosting, help the managers come up with a development plan, etc.

Jeff Tunnell GG

OMG. I'd be SOOO interested int this. I dunno much 'bout openGL tho, and i'm kinda new at c++, so it'd prolly be a bit outta my league.

I could probably wing a .dts modeler out of the torque engine though :o
#33
01/04/2002 (10:42 am)
I guess examples of each vehicle type (wheeled/flying/hover) would be nice. . . and the recording feature up and running
oh yeah to make a trailer attachment 4 vehicles too would be sweet
Anthony
#34
01/04/2002 (11:47 am)
yeah ... vehicle attachments would rock!!
Btw, i would also like to see in torque more single player games support... actually torque is more multiplayer ambiented.. single player games should have a single player start point, objectives, ai, save/load function, etc.
We are currently working on a single player game mainly and this stuff would be very useful.
#35
01/04/2002 (11:55 am)
I almost forgot...can Torque do 'Time of Day'?

I wanted to be able to do an exclipse in one of our maps. I'm guessing there are other ways to do this, but I just wanted to know if this already existed in Torque...it might be good to have ;)
#36
01/04/2002 (12:09 pm)
no, cant be done... yet!
#37
01/04/2002 (12:15 pm)
well, I've successfully gotten a console function that returns your local system time, if that helps
#38
01/04/2002 (2:32 pm)
A particle editor for the torque engine. ai editor to create waypoints for bots or enemys of the game.
Better opengl support and diretx support.
A better shape viewer and more help.
Some other supported formats like md2, md2, x, 3ds.
Some new script to create doors and other useable things.
Better exporters, more plugins.

Martin Edmaier
#39
01/04/2002 (2:57 pm)
I think he was referring to "Time Of Day" as the light in the game world...ie, bright noon , or dim dusk. That would be most helpful to the C3 project.

DOORS!

VEHICLES! Kee-riste! I've got 18 of the damn things, hover, wheeled, tracked, and flying (one a rotor) to put in.

I haven't yet found anyone that's been able to do a decent infrared-type viewer. One that would be equipt and change the way the player sees the gameworld. Assume an invisible enemy, players puts on goggles, enemy spotted. That sort of thing.
#40
01/04/2002 (4:00 pm)
Yeah, That's what I meant ;)

Damn, I was hoping vision modes were already in the engine. at the very least the option to flag textures so you can switch them to something that would resemble a night vision or heat vision...

Texture options would be nice, unless you can set them from 3ds Max...