Game Development Community

Junk demo - made with Torque X 3D

by Tim Newsome-Ward · in Torque X 3D · 02/24/2010 (3:05 pm) · 12 replies

Hey guys,

Thought you might like to see my demo which i've nearly finished. Although its been hard work and a some comprimises were made,I have enjoyed it. I made this in around 5 months, maybe 15-20 hours a week.

I just thought you guys might like to see some results with Torque X 3D,

Give me some feedback, tell me what you hate and what you like ;-)




Thanks

#1
02/24/2010 (3:32 pm)
Hey, that's really awesome!

Just a few things, that camera bobbing at the start was almost making me sick, literally. Also the lift goes a bit too slow, and I'm not sure but I feel the control of the player itself was just a little slow. I could see myself getting frustrated quite quickly with that, but all in all, good work.
#2
02/24/2010 (8:28 pm)
I like it alot, yea the bobbing at the beginning is pretty extreme, why are you doing it?

You should maybe write up a few tutorials or something on how you did some of this. The camera is pretty cool, it all looks great. Only thing that detracts for me is it looks all half life/quake etc. I like the artwork and am just saying I feel like I have seen it all before.

#3
02/25/2010 (5:00 am)
Thanks guys,

Well the character's actual idle is bobbing, he supposed to be floating and bobbing up and down. I have had mixed ideas about it, some people like some don't! Maybe I should integrate some option to toggle it on or off! The actual camera component was cannibalised from the demo.

@Henry - Thank you! Half life eh? You honour me!:-) well my actual art reference was star wars and the clone wars! But I suppose subconsciously it may have been half life creeping in!

@Trent -Thank you! I too though the player was a little slow, I think I'll update that and I has the lifts running slow to make the game play slightly easier, the jumping through the doors is tricky. Maybe I could amend this to pause for a few seconds at the top.

Thanks again for the input guys! It’s nice to hear 
#4
02/25/2010 (5:27 am)
Interesting, my first thought was it felt like star wars, jedi knight 1 or 2.
#5
02/26/2010 (9:25 am)
any chance on some info on your materials..

Are you defining them in code?
Create Material Function / SimpleMaterial??

Or on the Scene Level???

and can you please answer some basic questions about the Material Manager?

The actual code itself:

Create Material Name -> dtsModelName + "Material" name = dtsModelName + "Material"
NameMapping-> [DIR] + dtsTextureName +
TextureName-> [DIR] + dtsTextureName +

Is there a definate Answer to getting dts Models Lighted in TorqeX Material Magager that actually has the "Working code" of just a simple dts Box that has a LightingMaterial mapped..in the txtScene Level????
#6
02/26/2010 (9:46 am)
Hey Patrick,

I hardly used any materials. There is some confusion to how this done though. I did read somewhere in the forums that there are default materials applied to all DTS models now.

I'm not an actual coder so i defined all materials within the XML level code.

For example, this is the xml i used for a simple block I used for testing.

<WhiteMaterial type="GarageGames.Torque.Materials.LightingMaterial" name="WhiteMaterial">
      <NameMapping>data\shapes\physics\white</NameMapping>
      <TextureFilename>data\shapes\physics\white.png</TextureFilename>
      <NormalMapFilename>data\shapes\flat_nrm</NormalMapFilename>
      <SpecularPower>5</SpecularPower>
      <LightingMode>PerPixel</LightingMode>
    </WhiteMaterial>

With lighting, I was only ever able to get Torque Sun working which was defined by:
<Sun type="GarageGames.Torque.T3D.Sun" name="Sun">
      <Material1 nameRef="SunMaterial1" />
      <Material2 nameRef="SunMaterial2" />
      <Size>35</Size>
      <RotationSpeed1>0</RotationSpeed1>
      <RotationSpeed2>0</RotationSpeed2>
      <Scale1>1</Scale1>
      <Scale2>0.8</Scale2>
      <Components inPlace="true">
        <SceneComponent type="GarageGames.Torque.T3D.T3DSceneComponent" />
        <LightComponent type="GarageGames.Torque.Lighting.T3DLightComponent">
          <LightList>
            <Light type="GarageGames.Torque.Lighting.DirectionalLight">
              <DiffuseColor>
                <X>0.3</X>
                <Y>0.15</Y>
                <Z>0.2</Z>
              </DiffuseColor>
              <AmbientColor>
                <X>0.5</X>
                <Y>0.5</Y>
                <Z>0.5</Z>
              </AmbientColor>
              <Direction>
                <X>0</X>
                <Y>-0.8191521</Y>
                <Z>-0.5735765</Z>
              </Direction>
              <ConstantAttenuation>1.0</ConstantAttenuation>
            </Light>
          </LightList>
        </LightComponent>
      </Components>
    </Sun>

And then asssigning a material to it.

Hope that helps?

#7
02/26/2010 (10:42 am)
well, yes..at least a direction..
I have been working on a Maya Scene-> FBX ascii XML Scene Level Torque Script Generator.

I will give you Lifetime access, and full partnership in the TXGameBuilder web based application...
www.youtube.com/watch?v=4Mynax5GCko

please, please, please..I will PAY.
I am missing something so simple.................

Basically, every object in your video, from maya directly to TX3D..
As Game Ojects with Local Trans/Rot/Scale. Material (simeple/Lighted/detail.

All Game Obects asssocited by Scene group.
Templates/Player/Anition/Triggers, etc..all generted for you, from your own working Component Library..

I NEED HELP!!!

everything else is working, but I can not overcome this simple problem.
I have working on this since monday..for well over 80+ hours.

Questions:

If my dts model shows up in TXBuilder in color, But Black in XNA.
a). The Number 1 Reason Is??

Does the Material Builder use the actual texture file name (MyPic.jpg)or just a registered TX3 instance of the file?? (MyPic)

The Material Manager is Based on T3D Core..same crap..diferent wys of 'parsing' the same core values...


and trying to just get my models "Lit" in XNA Compile..everytings fine in TXBuilder and TX3D...and using the "Material.cs" that TX3D generates as a base direction to what the T3D Material Manager is really looking for and what Values (actual.dts, TorqueObject Model Name??

Very Confusing...

This is what my System Generates now..

<alleyWallConcrete003graf_1Material type="GarageGames.Torque.Materials.LightingMaterial" name="alleyWallConcrete003graf_1Material1">
      <NameMapping>data/Models/WALLS217</NameMapping>
      <TextureFilename>data/Models/WALLS217.jpg</TextureFilename>
      <NormalMapFilename>data/Models/WALLS217_nrm.jpg</NormalMapFilename>
      <SpecularPower>0.25</SpecularPower>
      <LightingMode>PerPixel</LightingMode>
      <EffectFileName>LightingEffect3D</EffectFileName>
</alleyWallConcrete003graf_1Material>

<TorqueObject type="GarageGames.Torque.Core.TorqueObject" name="alleyWallConcrete003graf_1">
	<Components>
		<T3DSceneComponent type="GarageGames.Torque.T3D.T3DSceneComponent" name="">
		<SceneGroup>alleyWallConcrete003graf_1obj</SceneGroup>
		<Position>
			<X>1024</X>
			<Y>1024</Y>
			<Z>50</Z>
		</Position>
		<Rotation>
			<X>0</X>
			<Y>0</Y>
			<Z>0</Z>
		</Rotation>
		<Scale>
			<X>1</X>
			<Y>1</Y>
			<Z>1</Z>
		</Scale>
		</T3DSceneComponent>
		<T3DStaticTSRenderComponent type="GarageGames.Torque.T3D.T3DStaticTSRenderComponent" name="">
			<CollisionEnabled>true</CollisionEnabled>
			<SceneGroupName>alleyWallConcrete003graf_1obj</SceneGroupName>
			<ShapeName>data/Models/alleyWallConcrete003graf_1.dts</ShapeName>
		</T3DStaticTSRenderComponent>
	</Components>
</TorqueObject>
#8
02/26/2010 (2:20 pm)
Hey Patrick,

The idea is very good! I really like the UI idea of creting a Scene file.

Can I ask about the maya to fbx? are you building the model in maya then exporting as an .FBX? Then uploading to your database?

I know there have been some issuses with getting FBX models working correctly within Torque X3D.

Give me an email if you like tim_newsome_ward at yahoo.co.uk

Cheers
#9
02/26/2010 (11:39 pm)
Nope..all .dts

but I have a strange pipeline...I want all my assets to work in all my applications..no comprise...

So all my stuff is based on poser 7...why..because I can "Collect Scene Inventoty" to folder..so all my level assets/image files can be isolated, for .fbx. poser/Figure + Morphs, pose/animations, clips, Daz to Collada or FBX, full animation and Morh export..all then can go back in to maya or Ultimate 3D Unwrap Pro..which has a very good and reliable .dts/seq exporter from maya or the maya dts eporter, which I have gotten to work with some large poly chars....
very quick layaout in daz...huge amount of assets on screne..and no screen lag..the quickest way to actually layout a whole world..in open GL..


so now that I have a CORE fbx ACII file I can extract:

Local Position/Rotaion/Scale
Mesh type / Bone Count/Name
Mateerial name and mapped texture name..and the Material type..
spec power, etc..all of it is there!!

I am just parsing that data and buiding a scene file on the fly!!!

This is Just One Texture sample..my system now will spit out thousands and thousands on lines of Torque Script and or .cs functions.. all based upon what I actually did in Maya 8.5...wham Bam, thank you mam!!

I could have saved a lot of time with this simple statemnt:

Torque as a whole see's all assets as an Instance of the actual file..
Everything Before the file extension, once imported..becomes that Object Instance Name..texures, material, 3d Models...

<alleyEntrance001Material1 type="GarageGames.Torque.Materials.LightingMaterial" name="alleyEntrance001Material1">
      <TextureFilename>data\models\concretebunker0105_l2.jpg</TextureFilename>
      <NormalMapFilename>data\Models\concretebunker0105_l2_nrm</NormalMapFilename>
      <IsLightingEnabled>true</IsLightingEnabled>
      <SpecularPower>0.75</SpecularPower>
      <SpecularIntensity>0.65</SpecularIntensity>
      <SpecularColor>
        <X>0.75</X>
        <Y>0.75</Y>
        <Z>0.75</Z>
      </SpecularColor>
      <NameMapping>data\Models\concretebunker0105_l2</NameMapping>
      <EffectFilename>LightingEffect3D</EffectFilename>
    </alleyEntrance001Material1>

got it working..new vid...tommorow!!!
I am building a world now...

P-

#10
02/27/2010 (2:39 am)
Great!

I was actually going to mention that next! Yeah torque uses instances for all the objects.

Well keep us all posted here on your progress!

Tim
#11
02/28/2010 (6:04 pm)
TxGameBuilder Demo
Part 1


TxGameBuilder Demo
Part 2


#12
02/28/2010 (8:13 pm)
Part 4