Game Development Community

Add Ons .. anyone working on anything new ?

by TheGasMan · in General Add-On Discussion · 11/16/2010 (5:15 am) · 13 replies

Just curious if anyone has something cool they're working on.


- I have my Easylight tool(Max light and baking tool) completed but I am using it internally before public release.
- I am also working on a tool to support 1.1B3Physics changes. "Breaker!"
[Physit!(PhysX - Physics in 1.0.1(joints etc)) licensees will get it for free, but it will also be for sale as a separate package. Probably $20.]

#1
11/19/2010 (3:59 am)
- I changed the subject and question in this post since I already found the other info I was seeking.


#2
11/25/2010 (8:51 am)
Ive been working on some custom lighting shaders for tgea that I want to release as an add-on.

the shader set includes a wide range of different lighting techniques and support various shader maps including normal maps/parallax heightmaps, spherical environment maps, and emissive glow/light maps.

difs in tgea use lightmaps and dts use an attenuated 3d texture for lighting. this makes the lighting look inconsistent between objects and walls. the custom lighting shader set overcomes this issue employing a general, unified lighting system based only on dynamic lights.

hopefully, this add-on will bring tgea's rendering to a level comparable to T3D. :)

I also added stencil buffer shadows to tgea. I was planning to release this as an add-on too but I don't think there's much of a demand.
#3
11/25/2010 (7:26 pm)
Working on getting the Monorail Transport Starter Kit out the door as seen here

Game Ranking System - records scores for single and multiplayer games with league tables for all Torque flavours

Not really an add-on, but a useful tool for single devs or teams.

Update to my Asset Management System v2 - keeps track of artwork, code/scripts and licence agreements. Ideal if you have lots of artwork and don't know what you do have! Full advanced searching functionality via the web.

Thats about it for now..
#4
11/25/2010 (9:42 pm)
Did you say ....



... monorail?
#5
11/27/2010 (6:45 pm)
I've got a couple of things cooking:

1) Mostly completed path editing tool which allows for very easy creation and duplication of paths (even paths up to hundreds of markers long).

2) Interrogative- this is going to be much more generalized, and likely done in a C# dll with some script functions exposed, so I can practice those skills.

3) Depending on what happens with Torque, I'd like to get these and some of my textures into the store here (or on my own site if things don't go as well).

4) Been playing around with the thought of porting over an old heightfield editor I had created for trueSpace back in the day to T3D. Considering what I'd like to do to get that implemented, I'm sure I'd level up at least twice during its development ;)
#6
11/29/2010 (10:26 am)
@Steve - errr, no that's a 6 car monorail, mine is only 1 :) but on tests could carry 5 people (albeit a bit cosey!) - no change from British transport then!
#7
01/23/2011 (1:22 am)
Maybe now with the new price tag, there will be a stronger market for add-ons?
#8
01/23/2011 (1:51 am)
yep - I have about 4-5 in the pipeline, so it will be good to see what you can do for us Brits. When I enquired about putting a product in the store pre IA there was lots of red tape including getting a trading number or something to do with overseas payments.
#9
01/23/2011 (5:27 am)
I'm working on porting over our Pathfinding to Torque 3D that's based on recast/detour.
#10
01/23/2011 (8:53 am)
@Andy
Cool, I dare say that I'll be on the look out to test new pathfinding sometime in the future.
#11
01/23/2011 (8:57 am)
Oooo, recast/detour pathfinding - can't wait :D
#12
01/23/2011 (10:51 am)
Yeah sadly the editors are too different so I'll have to recreate all of that.. I've got all the mesh info out so far and stored in recast
img28.imageshack.us/img28/6185/recastexport1.jpg
We've used the missionArea to constrain how much of the terrain is passed over as you don't want navMesh generated for whole areas of the map the AI should never be visiting as it will just use more memory and slow down your A* searches.

Unfortunately the missionArea editor is broken in Torque3D so it makes setting it a bit painful but it works

#13
01/23/2011 (6:20 pm)
Putting together a Sci-fi weapons pack which has been kicking around for a while, since the TGE days so thought I'd bring it back to life at some point this year. It may be ready by the time the content pack store opens for new business.

www.something2play.com/images/packs/scifiweps/handgun.jpg