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Introducing Gibby's Greebles - Volume 1: T3D EarthQuake

by Gibby · 03/17/2014 (4:11 pm) · 3 comments

got Earthquake?

"Gibby's Greebles" are the procedural details I setup for my entry in the 7-Day PDL Game Jam. I'll be posting an exhaustive post-mortem on my experience as well as a slew of resources from it in the coming days. In a nutshell, I setup a torqueScript I call the 'Greeblizer' that procedurally adds numerous small but effective details to my modular city. Here's the first greeble - the Greeblizer and the rest of the greebles are inbound...

So, while finishing up my entry for the 7-Day PDL Jam, an earthquake occurred before dawn while I was cranking away in Torsion.I had something similar setup for my project anyway, so I just packaged this and am posting now. I'll upload a zip file to the HNGamers site as well soon.

This is a simple ExplosionData script that just adds the camera shake effect and sound to any explosion or effect. Includes the optional wrapper and instructions for use with AFX...

//****************************************************************
//"Gibby's EarthQuake" 
//earthquake.cs
//Written St. Patrick's Day 3-17-2014
//"Inspired by the earthquake that occurred today
//while I was coding a T3D game..." - da Gibstah
//****************************************************************

//****************************************************************
//Usage: add to datablockExec.cs like so:
//exec("./earthquake.cs");
//Next, attach this to any explosion dataBlock 
//as a subexplosion like so:
//subExplosion[0] = EarthQuake;
//****************************************************************

//****************************************************************
//sounds - Mine is from this site:
//http://soundbible.com/1131-Earthquake.html
//License: Attribution 3.0
//****************************************************************

datablock SFXDescription(EarthQuake_SND_Desc)
{
   volume         = 1.0;
   sourceGroup    = AudioChannelEffects;
   isLooping= false;

   is3D     = false;
   ReferenceDistance = 3;
   maxDistance = 200;
};

datablock SFXProfile(EarthQuake_SND_Prof)
{
   filename    = "art/sound/earthQuake";
   description = EarthQuake_SND_Desc;
   preload = true;
};

//****************************************************************
//Explosion
//Only has camera shake values to simulate a tremor...
//****************************************************************

datablock ExplosionData(EarthQuake)
{
   soundProfile   = EarthQuake_SND_Prof;
   lifeTimeMS = 510;

   // Shake The Camera
   shakeCamera = true;
   camShakeFreq = "4.5 4.0 4.5";
   camShakeAmp = "39.5 39.5 40.5";
   camShakeDuration = 1.8;
   camShakeRadius = 256.0;
};

//****************************************************************
//AFX users can add this to any spell such as 
//Soul Nuke for added effect like this:
//[soul_nuke.cs around line# 604]:
//
//  addEffect = SN_AreaDamage_EW;
//  addEffect = EarthQuake_Explosion_EW;//<<Gibby Added
//
//Change the constraint to match the spell you're adding it to...
//****************************************************************

//datablock afxEffectWrapperData(EarthQuake_Explosion_EW)
//{
  //effect = EarthQuake;
  //posConstraint = "mine";
//};


#1
03/17/2014 (8:19 pm)
Hmm got to try this. Thx.
#2
03/18/2014 (7:48 pm)
thanks for sharing gibby....
#3
06/02/2014 (12:32 am)
where do you download the pack