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
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
#42
@Alienforce do yo need help finishing this project?
07/13/2007 (10:43 am)
@Igor both links work for me.@Alienforce do yo need help finishing this project?
#43
Also having a huge problem with getting a good looking Atlas2 terrain of the stronghold.
Looks great from far away like most of the screenshots of Atlas terrains :) but in fps/3ps worldview it looks not good at all. Have been trying to rewrite/modify the legacy terrain insteed to support larger textures and have used 512x512, 1024x1024 and even a 2048x2048 just for fun. The problem is when using larger terrain textures they get very "fuzzy and blurry" and i havent found any way to get them sharp yet.
07/16/2007 (4:49 pm)
ISP problem solved. Alpha sort bug on export not... but soon i hope :/ working on it.Also having a huge problem with getting a good looking Atlas2 terrain of the stronghold.
Looks great from far away like most of the screenshots of Atlas terrains :) but in fps/3ps worldview it looks not good at all. Have been trying to rewrite/modify the legacy terrain insteed to support larger textures and have used 512x512, 1024x1024 and even a 2048x2048 just for fun. The problem is when using larger terrain textures they get very "fuzzy and blurry" and i havent found any way to get them sharp yet.
#44
07/16/2007 (7:37 pm)
I am working on this.
#45
www.garagegames.com/mg/forums/result.thread.php?qt=57940
and this make it so there are 2 one at 10% the repeat value of the first one.
www.garagegames.com/mg/forums/result.thread.php?qt=58025#432506
EDITED:first link was wrong
07/16/2007 (8:15 pm)
This adds them to the editorwww.garagegames.com/mg/forums/result.thread.php?qt=57940
and this make it so there are 2 one at 10% the repeat value of the first one.
www.garagegames.com/mg/forums/result.thread.php?qt=58025#432506
EDITED:first link was wrong
#46
07/17/2007 (11:06 pm)
Alienforce I'm afraid I can't help you with these two problems. If you have simplier tasks (better suited for TGEA newbies) on your list or need help testing something, let me know :)
#47
www.garagegames.com/mg/forums/result.thread.php?qt=57940
07/18/2007 (6:41 am)
@James - I think this was the link you meant about adding detail textures to the editor.www.garagegames.com/mg/forums/result.thread.php?qt=57940
#48
I going to do these conversion/porting in new way that will speed up things.
To get you up and running faster.
There will be a fresh update in a couple days :)
Stay tuned!
07/19/2007 (8:39 am)
Thanks for the inputs.I going to do these conversion/porting in new way that will speed up things.
To get you up and running faster.
There will be a fresh update in a couple days :)
Stay tuned!
#49
07/24/2007 (12:36 pm)
I will wait for TGEA 1.02. before i release the updates.
#51
In that case i will NOT wait for the 1.02 release... :)
Thanks for the "heads up" James!
07/24/2007 (2:18 pm)
:/ Ok i have to misread another thread ... Sorry about that...In that case i will NOT wait for the 1.02 release... :)
Thanks for the "heads up" James!
#52
07/24/2007 (4:26 pm)
No problem if there is anything I can help you with art wise let me know.
#53
08/10/2007 (11:24 pm)
1.0.2 is out. How does this effect things?
#55
- I thank you for your hard work.
I am wondering if it is possible to download the starter.fps package in it's current condition to try and be of help to you in it's completion.
you can reply to me via email if you like:
staff@map-craft.com
cheers
08/22/2007 (2:59 pm)
Alienforce,- I thank you for your hard work.
I am wondering if it is possible to download the starter.fps package in it's current condition to try and be of help to you in it's completion.
you can reply to me via email if you like:
staff@map-craft.com
cheers
#56
They will be online after some final tests during the week end.
08/24/2007 (5:44 pm)
I have new versions ready. (TGEA 1.0.2)They will be online after some final tests during the week end.
#57
08/24/2007 (10:53 pm)
That's great news! I'd love to help testing... :)
#58
08/28/2007 (10:49 pm)
How's the new version testing coming along?
#59
08/31/2007 (6:22 pm)
TGEA 1.0.3 is out maybe it will solve some of the problems
#60
08/31/2007 (11:25 pm)
Doing final tests using TGEA 1.0.3
Torque 3D Owner Taras (TSK) Anatsko