Game Development Community

BG Cliff Construction Kit discussion

by Konrad Kiss · in Torque Game Engine Advanced · 11/07/2008 (9:37 am) · 294 replies


If you are looking for Sahara, the Cliff Construction Kit brought to the next level, please visit the following URL:
Sahara Discussion Thread


This thread was created to discuss Bitgap Games' Cliff Construction Kit. You are welcome to ask questions, comment the kit, and show off your creations through screenshots and videos.

The Kit is now available through Bitgap Games' website.


In Torque 3D 1.0.1 (v1.3 BETA):



In TGEA 1.7.1 and 1.8.1 (v1.2):


-- Konrad
#121
01/12/2009 (6:23 pm)
Ok work fine now !

Thank.
#122
01/14/2009 (9:48 am)
Because of certain access problems related to the new design of garagegames.com, I was forced to take CCK Update 1 down. Please, if you need this update, contact me to personally to email you the file's alternate location.

I'm sorry for the inconvenience.
#123
01/14/2009 (2:56 pm)
As soon as the issue is resolved, the file access will be back up.
#124
01/20/2009 (4:04 am)
Hi Konrad, I've sent you a mail yesterday, regarding the alternate location for the CCK Update 1. Please check it out if you get a chance.

BTW congrats on making such a great kit.

THx
#125
01/20/2009 (4:18 am)
Hi Afan,

Thanks for the nice words - I've sent Vedad the link - I'm guessing he was the one paying for your purchase, so I sent the update link to his email address.

Have fun using the Kit! :)
#126
01/20/2009 (2:43 pm)
Thanks a lot

It's ok ! Shape replicator don't place trees on cliffs even if I switch on the cliffs in editor .Do you have idea what is going on ?

Thanks again for GREAT job you did.

PS: Vedad is great rich man ,everything you need is to ask him to pay and he pay :)


there was the problem with my credit card so he pay.

#127
01/20/2009 (2:49 pm)
@Afan: yes,it's a bit tricky.. you have to check both statics and cliffs... maybe the logic is weird, but it should work that way.

Have fun with the Kit, and post screenshots if you can! :)
#128
01/20/2009 (3:19 pm)

www.afanolovcic.com/test-1.jpg
it's working thanks
#129
01/24/2009 (2:50 pm)
So can you Install the kit In the Template project to be used with the New Project generator? Cant seem to figure out how to do that from the docs.
#130
01/24/2009 (3:19 pm)
@Jerry: The same rules apply as if you were merging with your source. The template and all generated projects that are created from that template project are essentially totally different than the example Stronghold mission.

You already have your engine source code in order, so your second step will be merging the script changes from the Stronghold mission into your project mission. To do that, check the Stronghold mission's script files where the Kit is installed, and search for all files that have the string "BG CLIFFS PACK".

Once you find these, you will need to compare the script files in your project to the script files in the Stronghold mission, and apply any CCK changes by hand. You can easily tell any changes, since they are marked by the string you searched for. It is marked in a manner that you've already seen in many resources - like the Plastic Gems.

Do not forget to copy all the assets over as well.

These are also in the docs - I will revisit the appropriate sections to see what causes them to be evading attention so well..

Good luck.
#131
01/24/2009 (8:19 pm)
Ok, Will do thanks :)
#132
01/27/2009 (9:25 am)
Konrad: Just a few questions about the pack... are we close to a new update for TGEA 1.8? and with the 1.8.1 release in the works, there will not be any new changes to the kit again with that coming right? Just wanted to make sure. Excited to start playing with the new update. Yeah I'm whining "I want it and want it now" :-) but hey I guess we all do huh :-)

Thanks man for a great product, can't wait to see it in 1.8.

Will

PS: go check out my comments for the pack on http://www.garagegames.com/community/blogs/view/16177 and let me know if it would be possible with this kit. I think a cave would be possible but I don't know...

#133
01/27/2009 (9:51 am)
@Will: I've planned the 1.8 release for this weekend, so it should be close now. Sorry about it taking so long, I just didn't seem to have the time for everything. So everyone, forgive me for dragging it so much while promising it for earlier. Next time, I'll make no promises, and that's a promise! :)

I saw your comments, and many thanks for mentioning the Kit - I didn't want to drag it into the conversation, but that doesn't mean I'm not happy that you did. :)

I did not respond about caves, so let me do that here. I think that a cave is best done as an interior. In a cave, the light - shadow game is very important, and dts objects are just not good enough for that. I don't think that legacy terrain is any better for that matter. With Torque 3D coming our way, maybe DTS will be a possibility.

I'm piecing together info from all around, that there will be a new lighting system - let's hope I did not misunderstand something. :) We could use a better lighting / shadowing system.

Until then, DTS objects are just not the best we can achieve in TGEA for caves or other pieced-together interior structures imho.

I'm looking into in-game procedural interior generation, it's some R&D I've been doing. At first I started in Constructor, and then took it into the engine. It's still a long way ahead until there's something to show, but that'd be a way to work with interior pieces while having correctly portalized rooms and optionally generating everything procedurally. In a way, it would be another Kit that would work somewhat like the cliffs pack, but still very different. Essentially, one huge dif is generated at startup time from the pieces.

It might make it as a separate tool if Torque 3D will keep interiors or portalized objects - otherwise there's no point in developing something that's not supported by the future versions of the engine.
#134
01/27/2009 (9:56 am)
Hi Konrad,

I'd like to get hold of the 1.1 update asap, but email addresses are no longer visible on the new site :o)

Where should I email the request to? Or could you send me the link to the file?

Many thanks,

Andy
#135
01/27/2009 (10:02 am)
Hey Andy,

I've sent the link to your email address that you used when you purchased the Kit. In case you need to get in touch with me about the Kit, just use the address in the CCK guide. Or, alternatively, post here. :)

Konrad
#136
01/27/2009 (10:06 am)
Got it - thanks for the quick response!

Andy
#137
01/27/2009 (10:27 am)
@ Konrad: Nahh your cool with the date thing, no need for sorrys about it, drag it on as long as you need to. I would rather have a close to a bug free product as possible. I know from coding experience, changing something over isn't always an overnight venture.

It's tricky to get it just the way it was when the new code throws a socket into your plans, trust me I know. Been there done that. Thanks for posting about the DTS thing, its funny too, I was going to start work on a cave pack for TGEA but sounds like I may be better off on a mine pack, vs a cave since it sounds like it might be easier to do vs dealing with the DTS nightmares that come along with lighting a DTS object.

It has given me a heads up on what I might need to do as far as a mine pack goes thou... the info has helped move me in the right direction I think. Thanks so much for letting me pick your brain a bit Konrad. You have a wonderful kit and may your future projects be just as successful...

Will
#138
02/04/2009 (1:41 pm)
hi Konrad..

I'm also looking for the 1.8 upgrade.. can you let me know when/where it's available?

thanks!
#139
02/04/2009 (3:41 pm)
Hi David,

I was hoping I'd finish it by the end of last week. Unfortunately life stepped in, so I think it might take an extra few days. Sorry about it - I'm on it.

About how it's going to be available - I'll think about it until the upgrade's out.

I'll let you guys know in this thread about when it's out finally. Sorry again for the delay.
#140
02/04/2009 (9:53 pm)
Shhhh, don't bug the master he is working in his lab, let him be so he will finish it :-) hey I promised not to bug you anymore about a release, it was that guy this time so don't blame me on this one :-)

Glad to hear it's close Konrad, can't wait man...

Will