Game Development Community

dev|Pro Game Development Curriculum

Destroying things is fun!

by Michael Hall · 05/21/2012 (3:10 pm) · 21 comments

3850+ posts on the Forums, yet I've only Blogged twice before... I'm considering remedying that situation.

static.garagegames.com/static/pg/productpages/kaboompack/kaboom_product_banner.jpg

Recently I received yet another email asking for help in porting Kaboom! for use in Torque 3D. It's a simple port only requiring a few changes in a handful of particle effects, and correcting all filepaths in the example datablocks to conform to the Torque 3D directory structure. I've actually been sitting on the update for a while...

I'd like to say I had a better excuse than laziness for why it was never uploaded, but no... I had some Kraken Black Spiced Rum instead. :)

...however I never officially endorsed Kaboom! for Torque 3D mainly due to artwork considerations: no normal/spec/etc maps, and for the fact that some of the included shapes use a crude collision mesh that can cause visual artifacts/defects when applying large (explosion) decals to them. But as an effort to make things more convenient for anyone who wants to use the pack, and since TGE & TGEa are no longer available or supported, I'll soon be sending the updated package to GarageGames. This is not going to include any new artwork of a substantial nature, although there may be a few new particles, decals, and other cosmetic changes, so it will be available as a free update.

All that's left to do is decide on how to package the port: either as an example dropped into a stock Full Template, or as assets and instructional documentation only. I'm probably going to opt for the latter since there should be little to no conflict with any project, as well to reduce file size.


I haven't seen this video in years!
i167.photobucket.com/albums/u143/heretek/torque/separator.png


In other news:


My series of Resources titled Damage and Destruction will soon be coming to an end as well:
Only two more definite examples exist to be done: one for wreckage (after destruction) and the animated shape example using animation sequences to represent stages of damage and eventual wreckage, instead of deleting and replacing shapes. All of the damage and/or destruction examples that the Resources series has demonstrated use scripting (and one small source edit for player gibs) to interact with the stock ShapeBase damage features. This type of interaction can be as complex or as simple as you want it to be.

There was another Damage and Destruction Resource I was intending as well, the Tribes 2 method. Did you know that a totally scriptless solution for destroyable exists? Well, it used to. Using the damageSequence (called "Damage") and the hulkSequence (called "Visibility) ShapeBase features in combination with properly setup models, animated damage as well as destruction can be done that "just works". The example shapes that I was intending to use for a final Damage and Destruction Resource work fine in TGE, however I've recently found that the damageSequence is not working as it should in TGEa or Torque 3D. As of yet I do not know if this is a code failure in the engine or something wrong with the artwork when used in the newer engines. Some, but not all, of the shapes made use of the deprecated IFL feature so I understand why those don't work.

If I can't resolve the problem with the damageSequence I may post an example that just makes use of the hulkSequence since it still works. I also may demonstrate how to setup and use a DTS explosion. Yes, you read that right. Torque has always had the capability of utilizing a mesh in the Explosion object to be used in conjunction with particles -- this can help ease the possible strain of utilizing large complex particle systems for explosions. Of course all of my existing examples and custom artwork (abandoned content pack) made use of IFLs... but the Material Animation feature is almost sufficient to work in their place.

i167.photobucket.com/albums/u143/heretek/torque/separator.png

Maybe someday soon I'll start demonstrating creative and unusual ways to kill a player. Drowning, catching them on fire (yes, with fire effects), acid, lava, lightning, etc, come to mind...

About the author

Been dabbling with game-programming since the age of 10 when I got my first computer, a Commodore. Got serious about game-development after modding Tribes for several years. Doesn't sleep much. Drinks rum. Teaches guitar. Plays cello.

Page «Previous 1 2
#1
05/21/2012 (3:30 pm)
I was just looking at this pack. Nice timing Mr. Hall. I'd also like to say that my personal preference is for the assets and documentation version. Although I'll take whichever is offered.
#2
05/21/2012 (3:42 pm)
Awesome!
#4
05/22/2012 (12:53 am)
cool !
#5
05/22/2012 (1:32 am)
Quote:
There was another Damage and Destruction Resource I was intending as well, the Tribes 2 method. Did you know that a totally scriptless solution for destroyable exists? Well, it used to. Using the damageSequence (called "Damage") and the hulkSequence (called "Visibility) ShapeBase features in combination with properly setup models, animated damage as well as destruction can be done that "just works". The example shapes that I was intending to use for a final Damage and Destruction Resource work fine in TGE, however I've recently found that the damageSequence is not working as it should in TGEa or Torque 3D. As of yet I do not know if this is a code failure in the engine or something wrong with the artwork when used in the newer engines. Some, but not all, of the shapes made use of the deprecated IFL feature so I understand why those don't work.
The problem was with the artwork I was testing with. Using a damageSequence in Torque 3D works just fine after all. Now I've just got to get some correct artwork ready for the scriptless destroyables.
#6
05/22/2012 (1:41 pm)
Quote:
I had some Kraken Black Spiced Rum instead

theawesomer.com/photos/2009/10/103109_kraken_t.jpg
Nice bottle! Think I'll give that a try this weekend. :)
#7
05/22/2012 (1:52 pm)
Yeah I just love the convenient carry handles! Probably shouldn't go off on an alcohol tangent on such a "family safe" website but that stuff mixes real well with ginger beer :)
#8
05/22/2012 (3:40 pm)
@Michael,
Whats zur u talkin' bouts? Alzocol ish frrr makin' fammmm...zurrr...kids :S
Is alsho goods frrr blowin' ups stuffs...<face plants>
#9
05/22/2012 (4:38 pm)
Heh, instant game or content pack idea! The scene is a bar, pub, tavern, etc. You get points for brewing beer and creative drink mixes, and drinking them. This incurs an ever increasing drunken-movement and blur postFx. In the event of brawls, zombies, or aliens everything is destructible. Weapons are bottles (intact or broken), chairs (intact or broken), and improvised incendiary cocktails. More points are awarded the drunker the character is while fending off waves of opponents.
#10
05/23/2012 (1:36 am)
I look forward to get it!
#11
05/23/2012 (7:41 am)
You could use that idea for the forthcoming www.7dfps.org
#12
05/25/2012 (1:37 pm)
Kaboom for Torque 3D has been packaged and delivered to GarageGames. I don't know how often they push store updates but it should be available as a free update soon.

EDIT: it still has to pass through QA, so... soon-ish ;)
#13
05/25/2012 (1:42 pm)
It's in the QA queue to be tested before release. :) There are a couple of things ahead of it, though.
#14
05/25/2012 (1:46 pm)
Thanks David! Hopefully I didn't miss anything.
#15
05/25/2012 (3:54 pm)
I am enjoying Kraken. :)
#16
07/13/2012 (1:42 pm)
Just wondering if the Kaboom pack has been updated for T3D 1.2 and available for purchase? Thanks.
#17
07/13/2012 (1:55 pm)
The updated version has been passed to me, but I have not yet had time to test it. Since Michael is supporting it, he would be the one to make a decision whether or not we QA the update at GG. If not, I can get it up in the account space much more quickly.
#18
07/14/2012 (11:01 am)
The Torque 3D port/update of Kaboom is technically only a courtesy update that restructured the assets to conform to the T3D directory structure, and the necessary changes to the example datablocks thereof. I simply grew tired of answering emails on how to do something so simple. There are no code changes or any other additions that cause it to differ from the TGE/TGEa versions.
#19
07/15/2012 (3:57 pm)
Awesome! Thanks for the info. I'll be picking up a copy once it passes QA.
#20
07/17/2012 (12:33 pm)
No need for QA since Michael will be doing the support and only required minimal changes. It should be available in licensee accounts now.
Page «Previous 1 2