Game Development Community

M.A.C.K. & F.A.C.K. on T3D...

by Quinton Delpeche · in General Add-On Discussion · 10/26/2009 (3:56 pm) · 42 replies

I have done some preliminary searches on both these forums and the Brokeass Games forums for any information regarding this.

I don't have a problem attempting the port myself it if hasn't been done ... but if somebody has done this or if the official product supports it then I would just like some conformation.

I have checked the product pages and my download pages and there doesn't seem to be a specific download for M.A.C.K. or F.A.C.K.

Thanks again for any further information or assistance you can provide.

About the author

Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.

Page «Previous 1 2 3 Last »
#1
10/26/2009 (5:13 pm)
The kits do not work 'out of box' for T3D, with it's stock "mesh hiding" features.

We, at BAG, intend to bring our character kits to the T3D engine. We added this porting project at the lower end of our project list and have no firm speculation on it's completion.

The porting process may very well need some Source art modifications and this is what we are researching.

Your patience is appreciated and as 'they' say, "we're working as fast as we can...".

I'll bring this up at the next meeting and we'll reassess things.

Thanks again!
Rex
#2
10/26/2009 (5:22 pm)
Ahhh okay Rex ... no worries then.

As long as I know they are in the pipeline then that is cool for me. I can use place holder character models while I am doing the Prototype.

Thanks for the response ... it is much appreciated. :)
#3
10/28/2009 (1:23 pm)
Do the base DTS and DSQs work out of the box - GUI/script elements excluded?
#4
10/28/2009 (8:53 pm)
Yes, the DTS shapes and the DSQ libraries are standard 'Torque' file formats; the issues arise with our existing code clashing with T3D's new feature set, which slightly overlap. It is this overlapping, we are working to sort thru.

Thanks all for the continued interest and support for the Mega Pack!
#5
11/18/2009 (10:14 pm)
Any news about this yet?
#6
11/19/2009 (1:50 pm)
While not related to script ports to T3D I did discover that when adding an A.C.K to T3D it showed translucent, ghost-like. Using the Material Editor | Advanced Properties to disable alpha (change from LerpAlpha to None) on each part displays the textures correctly.
#7
04/02/2010 (9:40 am)
Hello Rex any news about the mack on t3d ?
#8
08/07/2010 (10:53 am)
@Rex,BAG - May we have an update on a full featured ACK on T3D please?
#9
09/14/2010 (4:31 pm)
wow, been a while here - any news on getting MACK/FACK working fully on T3d ?
#10
09/16/2010 (4:08 am)
I'd like to second (or 5th?) everyonés comments here.
Would love some news. The BAG site mentioned back in June there was just one more live test......
#11
09/16/2010 (7:15 am)
Yep, I'll buy FACK as soon as my MACK is coded for T3D ;)
#12
09/23/2010 (8:26 pm)
this is looking bad here BAG ... no problem if you are having problems implementing this in T3D BUT not answering emails (2 now from me) or posts (how many are listed above now?) about the availability is unprofessional guys ...
#13
09/24/2010 (6:08 pm)
Hi,

Ok, you folks deserve better than this... sorry for all the mystery and lack of communication. I agree with you, Kevin, it looks bad and its somewhat unprofessional. Before I get to an update on the "update", let me shed some light on what's been going on with us behind the scenes...

We had a pretty bad web attack a couple months ago, which we've secured, but it's left a wake of issues with our site: emails, posting permissions, product store, etc - we're still dialing it back in. Since then, there has been some emails we did not receive, and also some embarrassing situations where our emails did not make it out to their recipients. I try to respond to all inquires myself, and if I missed any, I am sorry for that.

The main reason for delays in the MACKT3D port has been other projects. I won't go into those here, but the truth is, we probably spread ourselves a bit thin in 2010.

Now here's the exact status of the update:

Code is done, Art on MACK is done. The complication is that the codebase got built into another project (lesson learned) and it has to be surgically removed to proceed.

We really want this to be done and out to the community, the delays bug us too! Most likely, we'll put the MACK port up immediately following completion, then I will take some time to catch up FACK to where the male is.

Between all these delays, we did put alot of work hours on the port, but we opted to make it a free upgrade, since we quickly realized (last year) we weren't going to be able to release it in a "timely" manner.

Alright, that's my story and I am sticking to it!

Jondo
#14
09/24/2010 (8:52 pm)
Thank you Jondo, much appreciated - you have a great product and we are just anxious for more

Kevin
#15
10/10/2010 (4:43 pm)
So...I didn't hear an estimated time table for completion in there really. I'm hoping to use this for my project and need to know if there's any chance it'll be ready to go when we're ready for it. Actually, we could incorporate now if it were ready.
#16
10/10/2010 (9:36 pm)
This isn't the full MACK installation, but I managed to get a MACK character into T3D with just a few minor script changes. See this thread
#17
02/03/2011 (1:55 pm)
*BuMp* Just purchased the MACK/FACK/ANIM packages for use with T3D ... its a new year guys, any updates on getting the T3D version posted ?

I downloaded all the versions and noticed a engine\source\T3D directory under the TGEA version ... however the files are dated 2008-09-25 (T3D 1.0 beta?)

When can we expect an update folks ?
#18
02/16/2011 (10:06 pm)
I noticed the Animation package says it works for T3D, but I don't want to buy it if I can't also use the MACK/FACK packs.

Will the animation pack work on Gideon?
#19
02/17/2011 (7:05 pm)
I would like to know if a new version for T3d will be released also. We were planning to use the MACK/FACK in our game.
#20
03/30/2011 (8:14 pm)
Can the animations pack be used with other character models? We purchased the ACK pack, followed directions here, were able to get him into the game, but he looks horrible. He has layers of untextured clothing and I have tried to place textures in the shape editor..but what a mess! I am a little miffed that people said it worked fine. There is no support either since the support forums have not had anyone posting or answering questions in months. I am very disappointed. I have had terrible luck so far with outside art packs..lack of communication, etc.

We would still like to try the animation pack (not sure its a good idea..but anyways..) but need to know if there are other characters for sale somewhere, other than Gideon that would work. Will the Evolver characters work with the animation pack? We have an artist who can modify but I would prefer a simple human looking character as a basis to test animations until our artist can get to work.

Thank you.
Page «Previous 1 2 3 Last »