Game Development Community

TGEA starter.kits (Download)

by Alienforce · in Torque Game Engine · 02/05/2007 (4:13 pm) · 93 replies

Hi there,

I have done a "alpha" port of Starter.Fps and Starter.Racing from TGE 1.4.2 to TGEA ms4.2
This is plain port without any TGEA eyecandy features but i think it can be a good starting template
anyways i thought i should share it and please post any issues you might find in this thread and
i will look into ti it.

Known issues.
No speedometer in the racing kit yet.
No leaves


Installation.
Unzip in to your TGEA ms4.2 example folder
In main.cs change $defaultGame to starter.fps

Download:
Starter.Fps
Starter.Racing
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#1
02/06/2007 (8:30 am)
That is AWESOME! Nice job and thanks for sharing :)
#2
02/06/2007 (9:05 am)
Nice one... this means I can tick it off my list of things to do now :p

Thank you!
#3
02/06/2007 (3:39 pm)
Thanks Guys,
Working on some updates for the kits so stay tuned ;)
#4
02/06/2007 (6:24 pm)
I recommend taking out this block of code from the mission file is starter.fps

new SimGroup(CottageFires) {
      canSaveDynamicFields = "1";

      new ParticleEmitterNode(Smoke2) {
         canSaveDynamicFields = "1";
         position = "329.1 345.855 228.905";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         dataBlock = "ChimneySmokeEmitterNode";
         emitter = "ChimneySmokeEmitter";
         velocity = "1";
      };
      new ParticleEmitterNode(Fire2) {
         canSaveDynamicFields = "1";
         position = "329.33 345.39 219.502";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         dataBlock = "ChimneyFireEmitterNode";
         emitter = "ChimneyFireEmitter";
         velocity = "1";
      };
      new ParticleEmitterNode(Fire3) {
         canSaveDynamicFields = "1";
         position = "391.986 286.54 219.683";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         dataBlock = "ChimneyFireEmitterNode";
         emitter = "ChimneyFireEmitter";
         velocity = "1";
      };
      new ParticleEmitterNode(Smoke3) {
         canSaveDynamicFields = "1";
         position = "392.025 286.189 229.078";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         dataBlock = "ChimneySmokeEmitterNode";
         emitter = "ChimneySmokeEmitter";
         velocity = "1";
      };
   };

If you play the mission it will crash when the timer runs out in single player. There are some code changes to the particleEmitter in MS 4.2 vs MS 4.0. Im sure someone will find a work around but it was easier for me to just remove the effects all together, untill that time.
#5
02/12/2007 (12:53 pm)
Wouldn't be easier to turn up the time limit?
#6
02/23/2007 (3:15 pm)
I found a lighting problem with starter.fps...I tried full relight, also I messed around with the Lighting tool - but I have no idea how to use these new tools. Docs would be cool!

www.drewfx.com/Torque/NoTerrainLight.jpg
#7
02/23/2007 (3:22 pm)
Ahh found the problem... if you name the folder anything other than "starter.fps" it doesn't light properly. A hard coding issue?
#8
02/23/2007 (3:31 pm)
Sorry on the docs issue. I will try to get them into the next release.
If you rename the starter.fps, you have to manually relink the path to the terrain textures in the "Window" -> "terrain texture painter" and relight the scene.
#9
02/27/2007 (9:11 am)
Just a quick note:

If you want the "good" water,

There's an entry missing from your starter.fps/client/scripts/commonMaterialData.cs file.

You should add:

new CubemapData( Sky_Day_Blur02 )
{
cubeFace[0] = "~/data/textures/sky_x_pos3";
cubeFace[1] = "~/data/textures/sky_x_neg3";
cubeFace[2] = "~/data/textures/sky_y_pos3";
cubeFace[3] = "~/data/textures/sky_y_neg3";
cubeFace[4] = "~/data/textures/sky_z_pos3";
cubeFace[5] = "~/data/textures/sky_z_neg";
};

and then copy the textures from "terrain_water_demo/data/textures

over to your "starter.fps/data/textures" folder.

Until I did that myself, my water block would flicker/flash whenever the camera moved.
#10
03/03/2007 (8:21 pm)
Thomas - You are the man! Been looking everywhere for a fix for that.
#11
03/11/2007 (7:26 pm)
Alienforce, you are a star :)
#12
05/07/2007 (6:25 pm)
I see this alot in TGEA with the starter.fps - I have an ATI Radeon 9600 64Meg. How can I get rid of the patches.

www.drewfx.com/Torque/PatchyTerrain.JPG
#13
05/07/2007 (7:00 pm)
I will look into it.
Updates will be up in soon. (Heavy work load right now so expect ca 2 days)
#14
05/11/2007 (12:26 pm)
I have the same patch problem... the terrain looks fine but when I shot a crossbow bolt the terrain show patches similar to those presented by Andy when the bolt lights the terrain. My card is a Geforce FX 6600 with 256Mb ram.

Luck!
Guimo
#15
05/11/2007 (6:12 pm)
Erm... another bug - can't move in Starter.racing - either in camera or fps mode. Taking a look at the controls, only some are mapped.
#16
05/12/2007 (3:09 am)
New releases will be up soon. Also with docs included :)

Thanks for reporto of bugs and your patience .
#17
05/12/2007 (5:10 am)
Is it possible to add a atlas1 terrain ? i try but terrain is invisible.. so i have changed the shaders.cs but my texture don't isn't there.. there is a green texture but not MY texture..
#18
05/16/2007 (3:45 pm)
Thank you,

This is the solution for people just starting with torque, to actually have a "main menu" and ground base to start on and expirement. again, thanks.
#19
05/18/2007 (5:30 pm)
Patchy terrain fix-

This fixed it...

DX Runtime Update
#20
05/19/2007 (10:27 am)
Thanks for the input.

New release (TGEA Starter.Kits RC1) + Bonus will be online 25 May.
All based on latest version of TGEA.
Stay tuned for more info.
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