Game Development Community

An "unofficial" TSE demo.

by Joseph Euan · in Torque Game Engine Advanced · 08/22/2005 (12:08 pm) · 78 replies

With permission from GG, I've released an unofficial TSE demo containing the starter.fps port I did a few days ago and everything needed to run it (.cs files, editors etc).


Edit: a new version (1.3) can now be downloaded Here (23MB) Let me know if you have any problems.
(if you get a "missing directx dll" error message, you can download the file from "here")


v1.2 is ready for download, visit my new .plan for more details and a download link.

Post any problems, comments or suggestions here or on my .plan.

img397.imageshack.us/img397/9101/tse27wd.jpgimg397.imageshack.us/img397/4350/tse41zi.jpgimg390.imageshack.us/img390/3438/tse36rx.jpgimg394.imageshack.us/img394/1489/tsed17yj.jpgimg394.imageshack.us/img394/3558/tsed23uz.jpg


Thanks
-Joseph
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#61
04/07/2006 (11:29 pm)
That's nice!
#62
04/08/2006 (3:30 pm)
Hi Joseph,

I downloaded the latest TSE FPS demo from your link and the TSE starts but does not bring up the game GUI. Do I need to have the FPS demo in a particular directory? I checked out the console log and the engine initialized but seemed to hang after that.

I was able to download the TSE from CVs and get that to compile and then run the GG demo. I tried using my compiled version of TSE and had the same result.

Any suggestions appreciated.

Regards,
Bill E.
#63
04/14/2006 (8:15 am)
Hey Manoel, how's tricks?

Did you manage to get time to start putting a resource for this fantastic TGE water? We'd love to have a play with it in our title if it's available. Maybe I could get your email address or something too, so I can leave Josephs thread in peace. 8)

Thanks all

Harvey
#64
04/14/2006 (9:01 am)
Manoel....Please release that beautiful water tech as a resource as soon as possible
#65
04/19/2006 (8:49 am)
Sigh, really hoping to see the water resource for TGE. Thanks for posting this game! Hard to believe that with TSE you can't do terrain. I've already ruled out going inside a building with TGE because of the whole quark thing. Now with TSE, terrain seems relegated to an "extra feature". I wonder if this is permanent? This water is simply amazing! It will be hard to go back to TGE now. thanks again for posting!
#66
04/19/2006 (10:19 am)
Praise the lord!!!! Love it. That beach demo with the bloom looks really nice too.
#67
04/19/2006 (10:38 am)
I got to implement it in a clean TGE 1.4. It needs some cleaning before I can release it (everything goes crazy if there isn't a waterblock in the mission, as example). I might finish it this weekend, hopefully.

During the changes, I noticed an interesting side-effect. You need to use another gameTSCtrl called reflectionGUI to render the reflection (I'll provide a modified playgui.cs along the resource). If it happens to be missing, the waterblock will use it's standard env map texture for reflection, but using the normal map for displacement. It's a good alternative if you aren't keen on drawing the whole scene twice for the reflection.
#68
04/19/2006 (10:42 am)
Manoel,

Fantastic, I am currently working on 3 separate projects which would benefit greatly from this.

If you need any art support to help bring this resource together, please let me know.
#69
04/19/2006 (11:18 am)
It's working on vanilla starter.fps:

img480.imageshack.us/img480/7094/tgewatershader017dl.jpgimg480.imageshack.us/img480/6541/tgewatershader034xe.jpgimg480.imageshack.us/img480/7264/tgewatershader027cy.jpg
But there are bugs, still. Fog, as example:
img480.imageshack.us/img480/572/tgewatershader048yz.jpg
I'm also having some problems with clipping planes going wild at random sometimes, and making the reflection "melt" on the water. It also currently lacks specular, but that's easy to add in.
#70
04/19/2006 (11:24 am)
Woo HOO!

What is your water black "square size" set to? try 8 if you have not already. That may solve your clipping issues.

Oh' and THANK YOU THANK YOU THANK YOU!!!!
#71
04/19/2006 (11:59 am)
Manoel, it looks fantastic.

I can't wait to see the resource, good luck with it.

You da maaan!
#72
04/19/2006 (1:19 pm)
@Manoel, the water looks great... can't wait to try it out.

Anychance you could you start a new thread for it please? :)
#73
04/20/2006 (6:58 pm)
Shader water, interior bumpmapping, stencil shadows, TLK, unified shadow mapping. Put enough effort into it, you could tweak TGE into a faux frankenstein TSE at this point XD.
#74
04/22/2006 (5:43 pm)
Re-type "frankenstein" bold and in caps ^^

Re-inventing the wheel and adding shader support to TGE material mappings is possible... but it would be a very, very unpleasant job to do.

BTW, I'll open a new thread to prevent hijacking this one further. It'll be on the TGE private forums, since it involves source code mess ups.
#75
04/22/2006 (10:39 pm)
Manoel,

If you do please post a link here. I really want to follow the development of you resource for that wonderful water...you are developing a resource right?!?
#76
04/23/2006 (11:31 pm)
Thanks for updating your demo, Joseph. Good stuff.
#77
04/25/2006 (4:21 pm)
Http://www.garagegames.com/mg/forums/result.thread.php?qt=43258 is the link
#78
07/12/2006 (12:07 pm)
Thanks for this, Joseph!
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