I have completed the task of making the energy items. It took me ages to start it because as soon as i volunteered to do it, i started getting assignment after assignment. i simply just forgot. it only took a few hours to do anyway. I have put it in the T.E.D. file under Samantha - energy item (task). I think the design it a little plane but you guys may make a few modifications if you want to.
Thursday, June 17, 2010
update : 17 june
so of the things i have made progress with:
navmesh crash bug -> was in game core, a end game was pointing to start game
health numbers -> the code was running for ai, and dead people
health bar -> put in a health bar, and got that going
navmesh crash bug -> was in game core, a end game was pointing to start game
health numbers -> the code was running for ai, and dead people
health bar -> put in a health bar, and got that going
Sunday, June 13, 2010
the process...
I have to admit I'm only just beginning to get the hang of any of this but I'm really expodentially enjoying it (just as it's winding up- bugger)the TED, Eninroth projects. In understanding how to make things and movement and image digitially, I mean.
Early days but can really see the scope. Very grateful. Will have to hold back for 6 months while I sort out the rent but reckon I'll be back. Yes, I'll be practising so I don't miss a beat next time.
I wish you fellas all the best in your future careers.......One hopes that the industry will embrace your efforts but if they don't.........maybe you could remain a 'team' and get some sort of 'pirate' thing happening virally so your good works aren't in vain and are still 'out there'.
Cheers,
Annei
Early days but can really see the scope. Very grateful. Will have to hold back for 6 months while I sort out the rent but reckon I'll be back. Yes, I'll be practising so I don't miss a beat next time.
I wish you fellas all the best in your future careers.......One hopes that the industry will embrace your efforts but if they don't.........maybe you could remain a 'team' and get some sort of 'pirate' thing happening virally so your good works aren't in vain and are still 'out there'.
Cheers,
Annei
trailers
Got a peak view of TED trailers on Thursday. Impressive. Saw Vincent's, Stuart's and Mitch's good works but reckon you orta combine them. City and figure of V's with the details of M and S's. Also Mitch seems to have an editing talent.....continuity etc so maybe.......
Cheers,
Annei
Cheers,
Annei
still sorting the blog-business............this has been mia as you can see!
Sunday, May 30, 2010 WoW.
This comment has been mia somewhere in cyberspace.....until now......
Wow....
Finally finished wrapped Samauri Robo last week. I found it pretty challenging as we'd not really covered unwrawpping and wrapping and texturing till last week and I'm remedial at this stuff...... Anyway this Samrobo is dressed with shingles and glazing from 'The Gerkin' (new contemporary building in London by Sir Norman Foster - worth a squizz). On the real piece of architecture the glazing wraps/ swirls up the torpedo shape (hmm) creating an effect of a (3 piece) suited entity. It is done in triads and diamond shapes much the same as medieval clear lead glazed areas- i.e.pre-flat glass. Fun, sorta.
Really appreciate the opp. for leaning heaps but thank really Sam for her patient tutorlege and Mitch, Ryan, Kate, Graham..... and Julius for showing me the lighting for 'Snake-building' and Stuart who's the fastest 'wrapper' in town. When fashion parades go completely digital he's definitely the man for the gig.
The good thing is my confidence is steadily growing with this stuff.
With gratitude,
namaste,
Annei.
This comment has been mia somewhere in cyberspace.....until now......
Wow....
Finally finished wrapped Samauri Robo last week. I found it pretty challenging as we'd not really covered unwrawpping and wrapping and texturing till last week and I'm remedial at this stuff...... Anyway this Samrobo is dressed with shingles and glazing from 'The Gerkin' (new contemporary building in London by Sir Norman Foster - worth a squizz). On the real piece of architecture the glazing wraps/ swirls up the torpedo shape (hmm) creating an effect of a (3 piece) suited entity. It is done in triads and diamond shapes much the same as medieval clear lead glazed areas- i.e.pre-flat glass. Fun, sorta.
Really appreciate the opp. for leaning heaps but thank really Sam for her patient tutorlege and Mitch, Ryan, Kate, Graham..... and Julius for showing me the lighting for 'Snake-building' and Stuart who's the fastest 'wrapper' in town. When fashion parades go completely digital he's definitely the man for the gig.
The good thing is my confidence is steadily growing with this stuff.
With gratitude,
namaste,
Annei.
Friday, June 11, 2010
node model breaking
got this response :
"Just to close the loop on this issue - I was never able to reproduce it by adding a node to the model, but I did get very similar behaviour when adding a collision mesh.
The trouble (in both cases I believe) is that T3D requires all meshes in the shape to use the same vertex 'format'. That is, the size of the data (position, normal, uv, color etc) for each vertex must be the same for all meshes in the shape. If one mesh has vertex colors, all meshes in the shape must reserve space for vertex colors, even if they don't use them. My understanding is that there are significant performance benefits to doing this.
Anyway, I found a bug in T3D that it was not enforcing this rule about vertex data when adding a mesh to a shape. The fix will be available in the next release (beta2). "
hope that makes sense to you multimedia guys :
"Just to close the loop on this issue - I was never able to reproduce it by adding a node to the model, but I did get very similar behaviour when adding a collision mesh.
The trouble (in both cases I believe) is that T3D requires all meshes in the shape to use the same vertex 'format'. That is, the size of the data (position, normal, uv, color etc) for each vertex must be the same for all meshes in the shape. If one mesh has vertex colors, all meshes in the shape must reserve space for vertex colors, even if they don't use them. My understanding is that there are significant performance benefits to doing this.
Anyway, I found a bug in T3D that it was not enforcing this rule about vertex data when adding a mesh to a shape. The fix will be available in the next release (beta2). "
hope that makes sense to you multimedia guys :
Thursday, June 10, 2010
good news, bad news
good news, stuff is coming together, and the latest version on the share is 10june mk2....
bad news, the old bug with nodes collapsing the skin/model/whatever, is back with a vengence, seems that you can add nodes without it collapsing, and saves ok, but then collapses and crashes next time you load.... this is not good...
bad news, the old bug with nodes collapsing the skin/model/whatever, is back with a vengence, seems that you can add nodes without it collapsing, and saves ok, but then collapses and crashes next time you load.... this is not good...
more progress
this text is here because blogger doesn't like my images
this is also here because blogger doesn't like the formatting
moreover the view you see and the view you get in preview and the actual blog is ALL different
and it seems to randomly remove and add new lines at will
THE REAL POST :>
Just a little update :
more of the hud is fixed (all gun icons in, charge hud and ammo hud working (ie showing and hiding respectively))
more of the hud is fixed (all gun icons in, charge hud and ammo hud working (ie showing and hiding respectively))
other hud things fixed (the reticles, the health bars etc etc)
the guns scroll again
the new gun model is in (with problems*)
the shot gun is in and firing (particles/decals might be crashing it**)
* the end material tears, the spinner material might be a duplicate and the offset/mountpoint has gone screwy
** had a BIG problem with decals, removed them, more testing made the computer blue screen, haven't been able to replicate it....
Wednesday, June 09, 2010
Free Tree Model Generator
Tree[d]
http://www.frecle.net/index.php?show=treed.about
is a free Tree generator
it can export to blender and object files, not quite sure about animations, but it seems to have some
http://www.frecle.net/index.php?show=treed.about
is a free Tree generator
it can export to blender and object files, not quite sure about animations, but it seems to have some
Thursday, June 03, 2010
Underground Research Lab 001
Here is a little level I've been working on recently, its to go underground a building, accessed by a lift. Basically its just a hallway to the boss chamber. Will update as I progress.
Monday, May 31, 2010
i have finished unwrapping my robot, park bench and casino. the casino i think isnt my best work but.. hey, i finished and thats the main thing lol. i made the park bench a bit more modern but damaged.. if that makes sence, so it suits the city theme. i made the robot faceless for two reasons.. reason 1: couldnt be bothered doing a face and 2: it looks scary without a face. So in summery i have completed everything that needed to be done and im happy with my work :)
x sam x
x sam x
Sunday, May 30, 2010
comment on texturing robo
WoW. Finally finished wrapped Samauri Robo last week. I found it pretty challenging as we'd not really covered unwrawpping and wrapping and texturing till last week and I'm remedial at this stuff...... Anyway this Samrobo is dressed with shingles and glazing from 'The Gerkin' (new contemporary building in London by Sir Norman Foster - worth a squizz). On the real piece of architecture the glazing wraps/ swirls up the torpedo shape (hmm) creating an effect of a (3 piece) suited entity. It is done in triads and diamond shapes much the same as medieval clear lead glazed areas- i.e.pre-flat glass. Fun, sorta.
Really appreciate the opp. for leaning heaps but thank really Sam for her patient tutorlege and Mitch, Ryan, Kate, Graham..... and Julius for showing me the lighting for 'Snake-building' and Stuart who's the fastest 'wrapper' in town. When fashion parades go completely digital he's definitely the man for the gig.
The good thing is my confidence is steadily growing with this stuff.
With gratitude,
namaste,
Annei.
Really appreciate the opp. for leaning heaps but thank really Sam for her patient tutorlege and Mitch, Ryan, Kate, Graham..... and Julius for showing me the lighting for 'Snake-building' and Stuart who's the fastest 'wrapper' in town. When fashion parades go completely digital he's definitely the man for the gig.
The good thing is my confidence is steadily growing with this stuff.
With gratitude,
namaste,
Annei.
Friday, May 28, 2010
For reference : to distribute
We can release the game, but things need to be done :
script files as dso files
remove all the tools
remove source code
keep the torque logo thing at startup (the 'video')
probably worth putting the driectx distributable on the disk as well,
it is required to get torque working.
script files as dso files
remove all the tools
remove source code
keep the torque logo thing at startup (the 'video')
probably worth putting the driectx distributable on the disk as well,
it is required to get torque working.
Wednesday, May 26, 2010
AI Awareness new challenges
I have now, implement my AI to work with current version of TED, which uses some AI path finding, and all that, so it will take a bit of time, I keep posted about progress. Apart of that AI, works quite good. Plus I should make Player to spawn in checkpoints, after he been killed, and AI will have go back on previous path, which they been following.. Graham let me know what u think about that.
Monday, May 24, 2010
AI Awareness screenshots Update
Sunday, May 23, 2010
City
Saturday, May 22, 2010
Wednesday, May 19, 2010
Monday, May 17, 2010
Ted Rig
A few weeks late but better late than never. Here are the Rigs for T.E.D, done a basic rig just for the torque animations and a custom rig for any cut scenes
Basic biped and skin
Custom Biped with Sliders and Controllers
Health Bar
The images below is an example of the new Health Bar that I have implemented which uses an image to show how much health you have. It is the blue bar on the left.
Full Health
Approx 40% Health
final stages
Liam has ported all of his and ryans resources, into a version of the engine...
I am writing my resource for the radar/weapons/etc at this moment, so that can also be collated...
Things are coming together
I am writing my resource for the radar/weapons/etc at this moment, so that can also be collated...
Things are coming together
Thursday, May 13, 2010
Wednesday, May 12, 2010
AI Awerness
So Ive been working hard (:P) on this resource, to achive bot able to see just in 90 degree angle, bit gurading - pacing, attacking and remebering the last postion he saw or kill the player. But I do not have work it yet, to put bot on the path. The code is there made, by orignial author of the code, but is not working, I did get in conact with tru forum on garage games, but he been a bit clueless. Meaning not very helpfull. But still trying to work it out. I think code is also unnecessary complicated, so I was thinking to rewrite it, but I think wont be enough time to finish this, before demo.
Tuesday, April 20, 2010
node bug : for reference
Here is the node bug i was mentioning:
all that i needed to do to cause it was to import the ted model and add a node...
i can't say definatively what is causing it:
it can't be our modding the engine, it even does it on a clean install.
it can't be collada, i put the nodes for the baseball bat in like that...
i will have to look into this...
the needed animations and nodes
this is just a quick info byte for vincent, but also usefull for anyone doing character models...
ok so i will write a quick list of the animations can use for ted (the player)
root, run, back, side, look, head, fall, land, jump, death [1-11], looksn, lookms, scoutroot, headside, lightrecoil, sitting, celsalute, celwave, standjump, looknw
for the melee stuff:
h1root, h1thrust, h1slice, h1swing, h1jumpattack, h1stun
the only animation that is REQUIRED is the look animation, and that is only because of the look-bug (withought it, the game will crash), as in everything else is for content...
nodes that you can use :
mount 0-3 for mounting weapons and objects
cam and others for the camera and stuff (mount to the head for headbob)
i'm sure there are others look at the models if in doubt...
other comments are,
i recommend having moving animations (run, back, side, etc etc) to only affect lower half, and aiming/firing affecting top half of the models... that is how torque does it....
as always use the characters in there already as a reference....
i think that is all, but i might update it later if i remember anything....
ok so i will write a quick list of the animations can use for ted (the player)
root, run, back, side, look, head, fall, land, jump, death [1-11], looksn, lookms, scoutroot, headside, lightrecoil, sitting, celsalute, celwave, standjump, looknw
for the melee stuff:
h1root, h1thrust, h1slice, h1swing, h1jumpattack, h1stun
the only animation that is REQUIRED is the look animation, and that is only because of the look-bug (withought it, the game will crash), as in everything else is for content...
nodes that you can use :
mount 0-3 for mounting weapons and objects
cam and others for the camera and stuff (mount to the head for headbob)
i'm sure there are others look at the models if in doubt...
other comments are,
i recommend having moving animations (run, back, side, etc etc) to only affect lower half, and aiming/firing affecting top half of the models... that is how torque does it....
as always use the characters in there already as a reference....
i think that is all, but i might update it later if i remember anything....
Sunday, April 18, 2010
Villains Building design and renders
Design for unnamed villain's building. Inspiration for helipad is that building from Dubai. There is a very very basic interior for the "lobby" area, with 6 lifts (well, recessed walls that will be textured as lift doors).
OK a little extra detail, as seen in the design image:
There is an antenna on the roof, which could double as a LAZOR!?! Or... Just an antenna. You decide!
There is a little door on the front of it, below the helipad, these would open up to allow fast deployment of aerial drones or getaway vehicles.
There's a big TV screen on the front so that the villain can be one of those over the top kinds who threatens you over the giant screen... Or not.
The lower floor, to me, feels a little too empty structure wise. In other words, I had a look at the loddy and thought "how is the rest of the building being supported?" This can be discussed in class.
OK a little extra detail, as seen in the design image:
There is an antenna on the roof, which could double as a LAZOR!?! Or... Just an antenna. You decide!
There is a little door on the front of it, below the helipad, these would open up to allow fast deployment of aerial drones or getaway vehicles.
There's a big TV screen on the front so that the villain can be one of those over the top kinds who threatens you over the giant screen... Or not.
The lower floor, to me, feels a little too empty structure wise. In other words, I had a look at the loddy and thought "how is the rest of the building being supported?" This can be discussed in class.
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