Game Development Community

Nominate A Resource!

by Tom Spilman · in Torque 3D Professional · 05/21/2009 (3:29 pm) · 48 replies

Hey all!

If there are any existing TGE, TGB, or TGEA resources out there that you think deserve to be a stock part of Torque 3D now's the time to speak up!

No guarantees if it will get merged or not... it depends on several factors.

So far i know we've merged swim, crouch, crawl as a mixture of three different resources, a slightly modified version of the ShapeBase AltFire, and the PhysX implementation is a distant relative of Shannon Scarvaci's resource.

What say you?

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.

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#1
05/21/2009 (3:45 pm)
How about:
guiAdvBarHud TGEA
guiAdvTextListCtrl(link to the latest is on the last page)

Edit: Ok, for some reason the MarkupLite links aren't working correctly so here they are again:
guiAdvBarHud TGEA: http://www.garagegames.com/community/resources/view/16403
guiAdvTextListCtrl: http://www.garagegames.com/community/resource/view/14209

Edit again: Removed quotes from url in MarkupLite?!
#2
05/21/2009 (3:52 pm)
GuiAdvBarHud - Bitmap health bars
Edit: I actually didn't see Ryan's post.. That's a bit spooky! Also, Ryan, just put "[url=Url here]Link text here[/url]" for links ;)

GuiAviBitmapCtrl - Seems to be several resources about GuiAviBitmapCtrl, and I'm not sure exactly how this one works, but some sort of video player would be awesome (for splash screens and such)

For some reason, I can't really think of many resources atm, but I know there are a lot more. I'll have a little think about it and update this post as I go.
#3
05/21/2009 (4:03 pm)
The alt-fire was exactly what I was wanting to add - it was part of the design doc for the FPS kit - never noticed it already being there or is that a "planning to" thing?
#4
05/21/2009 (4:17 pm)
Since the .xyz syntax sugar was added, why not some extra cool scripting stuff? The inline functions resource, as example.

There's the namespace linking resource is outdated, but the idea of extra namespace flexibility is valid. I'm using a modified version of it in T3D already, since our current project needs a deeper chain of custom namespaces (class-based state machine) that the className/superClassName cannot provide.

Also, a generic template for custom objects, like the generic FX object would be nice entry-point for people who need custom classes.

Ah! A working GUI object view. Nearly every project has use for something like that.

There is one resource I'm planning for T3D that would be very nice as stock, specially for Basic licensees. Can't give much details, but it'll allow a much greater degree of flexibility for script-only projects and aid prototyping. But it'll take a while to get it going.
#5
05/21/2009 (4:27 pm)
How about a decent basic AI implementation? Like the AiGuard resource?
#6
05/21/2009 (4:34 pm)
I think Tom is looking for specific resources that have made your life better and not generic wishlist items since existing resources are easier to port in (and they stand a chance of being more widely wanted/needed).
#7
05/21/2009 (4:43 pm)
@Michael - I checked it in just now... you'll need to rebuild to test it. It adds 'stateTransitionOnAltTriggerUp' and 'stateTransitionOnAltTriggerDown' to the ShapeBaseImageData. It by default sends the second trigger to the alt trigger of the first weapon unless you have two mounted weapons... then it sends trigger to the the primary trigger on the second slot.
#8
05/21/2009 (5:12 pm)
@Tom: excellent! I'll check that out and starting adding some alt-fire modes to the weapons, hmmm... didn't even think about having multiple mounted weapons.

@Mike: I've been experimenting with the Improved AI Guard Resource and it practically drops straight into Torque 3D. It might get added to the FPS kit. I've also been playing around with Killer Kork -- which is pure mayhem in Team Deathmatch mode in the Undercity level.
#9
05/21/2009 (5:16 pm)
@ Logan, I was talking about the AiGuard resource. It should be simple to add in.

@ Michael, Killer Kork is fun to play with. I haven't tried the improved ai guard resource yet. (have been planning for a long time to tho.)
#11
05/21/2009 (6:01 pm)
Can I nominate some of my own, or does that go without saying?
#12
05/21/2009 (6:03 pm)
yeah, the improved ai guard, ai marker editor and the freindly ai resource just drop in, I've got them all running, with kevins ai resource working for crowds. now just to get a good pathing resource.
yeah, how about a pathing resource??
#13
05/21/2009 (6:57 pm)
I nominate the Theora Support In TSE resource if not already available:
www.garagegames.com/community/resources/view/9958

And I would like to confirm that if the autobound feature is fully working for the new beta now?
#14
05/21/2009 (7:35 pm)
Go Jaimi, let us now your nominees :)
#15
05/21/2009 (7:42 pm)
Well, I didn't want to be too tacky, but personally, I'd like the GuiStatusCtrl and the enhanced FxReplicatorBlockers to be included.

#16
05/21/2009 (9:06 pm)
I vote for all of the above. :)

But just as a general principle, try to throw the ai people a bone.
The sun worshippers gots their candy.

^__^
#17
05/21/2009 (9:16 pm)
Some sort of video support. I think we deserve it in T3D since it was promised for TGEA but never showed up.
#18
05/22/2009 (12:09 am)
I haven't looked too closelt at T3D's material editor yet, so maybe something similiar this is already there, but I would love Gareth Fouche's
"TGEA Dynamic Skins & Material Swapping" resource:
TGEA Dynamic Skins and Material Swapping

Also, as Adam said, if there's no video support in there, that could come in handy too.
#19
05/22/2009 (2:19 am)
We started down the path of adding Theora back to Torque 3D but it caused quite a few issues with the sound system (adding streaming support to SFX turned out to be non-trivial). We had to roll back those changes to get the last couple of Beta's out the door unfortunately.

It is definitely still on the list of things we'd like to get into Torque 3D by release but it may have to slip into one of the first post release updates.
#20
05/22/2009 (3:17 am)
Is there a way to swap materials on objects in T3D? If not, something like this resource would be excellent: www.garagegames.com/community/resources/view/10957
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