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Cosmo Iguana

C++ :: XNA :: C Sharp :: Torque :: UT 2.0 :: Game Design :: 3D texturing & modeling
List of 2D sources (Art and Code)
December 09

Torque 1.5 : The Return to Torque

I am Not a modeler, although I would love to learn more. After previous unsuccessful attempts at making Blender 3D accept the DTS Export tool for the Torque Game Engine, TGE... I have returned with success! Most of my problem was due to version updates, maybe even compatibility issues with Blender updating and not having the most recent exporter.

I had been away from Torque for a little while working in C#, XNA and homework. I was shocked to have missed the big update to the game engine at the end of October and jumped at the thought of getting more tools. The other big plus everything works great, the DTS Exporter and Blender are playing nice together.

I completed my first Torque 3D game model, it is a crate and has no collision at this time. I grabbed my sketch pad and drew a board, scanned it in and began tweaking it in Paint Shop Pro. I successfully made a crate using the Material Export tutorial from http://www.users.on.net/~symes/gamedev/videotuts/videotuts.html

The scene from image 3 and 4 are from the FPS Starter Kit, not my original work however, the crate is mine. Lighting is next...
October 31

Skybox texturing

I have been playing with skybox texturing for use with an XNA project. With practice the seamless flow will work when connecting all four boxes. My first attempt was just grabbing the digital camera and heading for a clear shot of the sunset. For the first run I took 20 or more pictures it took some time to line them all up.

The first image is a series of clips with effects from a skybox texture I am working on from scratch. It is not a full panoramic shot just a snip form the full scene under way. No pictures taken for this just playing in PaintShop Pro.

The second image is a panoramic from photography. The problem with this is it doesn't wrap well, the left side has to meet the right as if they were one night sky. 

August 29

Torque Test Drive part II

Its been one month since the initial test drive with the game engine and some big announcements have made their way forward. XNA was announced as well as Torque X, the Torque extension for XNA. Plus the XNA beta hits this week, August 30th for those that signed up.

What happened in a month's time? Well aside from Torque I jumped into C#, I have a class starting next week and wanted to make sure I had some hands on experience. I sat down with an old friend and jumped into what may have been a bit rough of a place to start, a Tic-Tac-Toe game. It works! That was a lot to take in but I am getting the hang of it. The game still needs more code, in debugging many cheats were found.

As for Torque I have been posting all my troubles in the garage games forum. It may be a strain of bad luck or my unfamiliarity with 3D modeling. My strength is really in level design but I wanted to expand it to environment object modeling to populate these levels. I tried TrueSpace 3.2 the free version without success, ran the demo of GameSpace to follow the video tutorials but the export plug-in did not work as it is the "Lite" version. I have almost gotten it to work in Blender; I even rolled back after updating to newest version due to known issues in the latest build with the exporter. I just got a response stating that a texture is required to export and everything has to be done to a fine precision.

So that brings me to structure with QuArK. Things seem to be working here. I can get the meat of the level done and then return to Blender to add the details. I am still reading tutorials at this point and making progress. The texture is not taking yet but it shouldn't be long as I have an idea as to what went wrong.

July 25

Taking the Torque Game Engine, TGE for a test drive

I just purchased the Torque 3D Engine and sat down with some texture creation. During the creation of my own textures I either just found a way to layer the old and the new or my original save is a layered .png file.
I just started a development group and we are jumping in with a couple of resources and some experienced talent. This should be a great ride for a bit of industry experience.

*Apparently there is a bumpmap texture in place this will take a little more looking into.
May 11

Revised 3D Smile

The initial version was following the text book example lesson on how to export a 3D model from 3Ds to Unreal 2k4. That was also the very first 3D model I had ever attempted. I decided to revise the first attempt. Even though I am not working with the sculpting of the model a little skin fine tuning can't hurt.
 
I plan on tweaking the eyes and nose to just as well. The following was all done in Paint Shop Pro.
April 27

UT2004 Scripting

There have been some aspects of Unreal Ed I had not touched on, but I am making progress. After finally getting around to watching the scripting tutorial, hitting the message boards and starting from scratch a couple of times...my model and sound file make their way into the game!
 
After learning that my sound file itself could be a problem I started over. Found a fitting sound online to use for this sample run. Pac-Man. I dropped the sphere in and run over it to hear the munch, munch beeping sound!
 
Once I learn how to fully package the quick mods I will add samples.
 
 Tour de Pac:
March 11

Assembly Language Study

The level design document is on hold for the moment as I look into upcoming subjects of study.

This semester a lot of things are changing for me. I will be swiching to part time for school and working full time again. In the mean time, I will be looking into the next few courses of study ahead of time. Notice the books C# and C++ books below these classes will be coming up later. I am unable to attend the Assembly Language course at this time but have been doing research on the materials.

I found the following link and a few books on amazon.com as well. This looks to be a really good resource, I will be spending some time with it in depth very soon.
http://www.drpaulcarter.com/pcasm/

As for the library, I was unable to find anything on topic.

 
Top book(s) I am currently working on.
Fundamentals of Math and Physics for Game Programmers (Game Design and Development Series)
Crooked Little Vein: A Novel (P.S.)
The Blade Itself (The First Law: Book One)
The Gunslinger (The Dark Tower, Book 1)
Conquerors' Pride (The Conquerors Saga, Book One)
The Icarus Hunt
The Name of the Wind (The Kingkiller Chronicle, Day 1)
Batman No Man's Land
Prey
Heir to the Empire (Star Wars: The Thrawn Trilogy, Vol. 1)
Dark Force Rising (Star Wars: The Thrawn Trilogy, Book 2)
The Last Command (Star Wars: The Thrawn Trilogy, Vol. 3)
Professional XNA Game Programming: For Xbox 360 and Windows
Watercolour Landscapes: The Complete Guide to Painting Landscapes
C++ How to Program (5th Edition) (How to Program)
3ds Max 8 Fundamentals
C# How to Program
Simply C#: An Application-Driven(TM) Tutorial Approach (Simply)
Andrew Rollings and Ernest Adams on Game Design
Beginning Pre-Calculus for Game Developers
Beginning Illustration and Storyboarding for Games
Game Development Essentials
Game Development Essentials Video Game Art
Network Programming for the Microsoft .Net Framework
The Game Producer's Handbook
The Game Programmer's Guide to Torque
The list, either sitting on the shelf or on the wishlist.
I Am Legend
Foundation
Wild Cards (Volume 1)
Crystal Rain
Next
A Game of Thrones (A Song of Ice and Fire, Book 1)
Conquerors' Heritage (The Conquerors Saga, Book Two)
Conquerors' Legacy (The Conquerors Saga, Book Three)
Terminator Salvation: From the Ashes: The Official Prequel Novelization
Specter of the Past (Star Wars: The Hand of Thrawn, Book 1)
Vision of the Future (Star Wars: The Hand of Thrawn, Book 2)
Star Wars: Outbound Flight
The Wise Man's Fear (The Kingkiller Chronicle, Day 2)

Tim

Interests
Currently working on my Bachlors of Science in Game Simulation Programming.
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