Game Development Community

TSE Starter.fps download

by Joseph Euan · in Torque Game Engine Advanced · 08/19/2005 (6:09 pm) · 183 replies

img389.imageshack.us/img389/4607/tsesnap8zr.jpg
I got the starter.fps folder ported over to TSE (TSE water and Atlas are working in the starter.fps as well), and I wanted to upload it for people to play around with/use if they want too...

Update:
v1.3 for TSE projects using MS2 or below "here" (23MB)

v1.3.5 for TSE projects using MS3 "here" (18MB)
(the file size is smaller because I used a better compression setting)

More details of v1.3 and v.13.5 can be found here www.garagegames.com/blogs/18010/10218

You can find links for the older versions on my .plan

At the moment it contains 2 maps....

Stronghold: just the same old stronghold mission, but with the TSE water.

Simple testbed: Just TSE water and Atlas terrain, it has 2 platforms and an AI player running around...


img425.imageshack.us/img425/3031/015gz.jpgimg48.imageshack.us/img48/7776/027mo.jpgimg129.imageshack.us/img129/7748/034rt1.jpg
#161
10/03/2006 (6:36 am)
Great thread Joseph,
Thanks for sharing that with us, have you managed to port to ms4 at all?
#162
10/05/2006 (5:01 am)
Anyone got starter.racing up and running with MS4 yet? If so, got a list of things to change or at least some pointers?
#163
10/05/2006 (6:09 am)
Well, it's very easy to get games running in TSE. Pretty much all you have to do is define your shaders, do those two calls in init.cs, and change your material files as neccessary.
#164
10/05/2006 (8:13 am)
Nigel: I asked the same question, two posts up, after being frustrated by the same overly generalized responses (Matt: It's NOT easy if you don't know where to define shaders, how to define them, what calls to make in which init.cs, etc. Some of us don't understand the code well enough to work off hints).

And then I found a near-dead thread at www.garagegames.com/mg/forums/result.thread.php?qt=50342
that explains it in line-by-line detail. I followed the instructions, and got my copy of starter.fps up and running. There are some brightness issues and things, but it at least gets the framework running enough that you can tinker around with things.

Edit: Just noticed you said starter.racing. My bad. Maybe its the same?
#165
01/06/2007 (3:45 pm)
I see the TGEA (TSE) forums are quite dead. Does anyone have a working version of this for milestone 4?

EDIT: nevermind... i should just read, eh?
#166
01/09/2007 (2:37 am)
Hi Guys,

Sorry I haven't ported the starter.fps pack to MS4 like I said I would.
Things have been pretty busy for me in the last few months (just moved in with my girlfriend and her 4 kids)

I'll "try" and get something done soon... I also want to do a mini "How to port to TGEA" when I get time.


Joseph
#167
01/09/2007 (5:51 am)
Wow!!!

You're a family man, Joseph :D

I hope you back to Starter FPS for MS4 soon.

Anybody knows anything about an "official starter kit" fot TGEA?
#168
01/09/2007 (8:40 am)
The Starter.fps prt I did for MS3 was picked for the TSE bounty, but I'm not sure what GG are planning now.
#169
01/16/2007 (4:36 pm)
Has anyone got this working multiplayer over the internet?

I noticed (using the FPS ported for MS4) that querying the master server never ever returns anything - even if I have an instance running. The LAN Query picks it up, and there seems to be communication between my server and the master - sending heartbeats and requests for information - but nothing's ever found. Anyone know what's going on there?
#170
01/18/2007 (6:32 am)
Hi, I got the starter.fps working in my TSE_MS4 and added a atlas 2 terrain. But I am facign one problem with the shadow. The shadow of the Orc is getting chopped off near the head.

Did anyone noticed that ? Can anyone help me to figure out the problem or how to resolve it? I don't know how to post an image otherwise I would put a screenshot here.

Thank you for any kind of help.
#171
01/18/2007 (8:49 am)
Your problem looks like this?

www.outlineinter.com.br/sylker/garagegames/shadow_problem.jpg
I have the same problem and dont know how to solve it yet :(
#172
01/18/2007 (3:45 pm)
I have a solution to your problem. Add this with some value in the player datablock.

shadowSphereAdjust =
#173
01/21/2007 (3:27 am)
Thanks Matt!

I'll try your instruction!!

Thanks a lot.
#174
01/21/2007 (11:48 pm)
Hi Matt, It worked like magic. Where did you get these resources. I'll need to study the lighting system of TSE to get the shadow done for other static object.

Do you know why other static object other then the player don't cast shadow? I need some hints about it.

Thank you.
#175
01/22/2007 (4:03 pm)
Certainly. Follow the TDN link. There's some really valuable information in there.
#176
01/29/2007 (7:20 am)
Hey guys,

Trying to get this into 4.2 and I'm hitting a freaky thing...

Everything works apart from terrains. The stronghold terrain seems to flicker and I can see that it is trying to draw detail mapping but it's getting erased straight away or something, hence causing a flicker??

I've tried changing the shaders around, changing the materials, re-building the terrain from scratch, changing sky details ... but I just can't seem to get rid of the flicker.

Anyone got any ideas what might be causing this?

In the sample Atlas terrain, I get the same kind of result that Dave MacIsaac got above where everything looks kind of chunky ... is it supposed to look like that?? :S

Thanks!
#177
01/29/2007 (8:07 am)
I dont know if this will help you but I had the same problem and I fixed it by merging the material.cs from the demo/data file into the project there was a change from the earlier version of TSE MS 4 vs TSE MS 4.2.
new CustomMaterial(AtlasDynamicLightingMaterial)
{
   texture[0] = "$dynamiclight";

   shader = AtlasDynamicLightingShader;
   version = 1.1;
};
Then a few lines below is changed as well.
new CustomMaterial(TerrainMaterialDynamicLightingMask)
{
   texture[2] = "$dynamiclight";
   texture[3] = "$dynamiclightmask";
   
   shader = TerrDynamicLightingMaskShader;
   version = 1.1;
};

new CustomMaterial(TerrainMaterial)
{
   shader = TerrShader;
   version = 1.1;
   
   texture[3] = "~/data/terrains/details/detail1";
   
   dynamicLightingMaterial = TerrainMaterialDynamicLighting;
   dynamicLightingMaskMaterial = TerrainMaterialDynamicLightingMask;
};

After merging this in the terrain flicker was solved. There were a few other changes as well but im not at home on my personal computer to see if this was the only thing I changed when I merged to 4.2. Hope this helps.
#178
02/08/2007 (7:14 am)
Anyone got the port working for MS4 ? THe one for TS3 just won't start at all in my system don't know why. The TGEA just hangs and nothing comes up front.
#179
02/08/2007 (7:19 am)
Alienforce has ported the starter.fps and starter.racing packs to TSE 4.2
You can find the links on his blog TGEA Alpha starter.kits
#180
04/17/2007 (6:44 am)
Hi guys... I wanna use some of the tree shape of TGE in TGEA...
About the textures they use...
How should the material definitions look like to have transparencies working correctly?

TnX,
JoZ