Saturday, 30 November 2019

The Clip Show Episode Except It Isn't

It's been a hectic month. So hectic I'm going to have to make a filler blog post. But first some actually useful progress ...

I was helping someone out who was having issues getting the exported collision meshes to work whilst using the imported FBX format from Blender 2.8, to the open source Torque3D MIT Version 4; Preview Build 5.

Binaries of which are downloadable here:
http://ghc-games.com/SC/Preview4_0_bld5_win.zip http://ghc-games.com/SC/Preview4_0_bld5_lin.zip http://ghc-games.com/SC/Preview4_0_bld5_mac.zip

Or at least I thought that was what the issue was. It might have been something else. Either way, I successfully resolved this issue, real or imaginery, so I may as well take the time to share it.

 The secret is to use the same node system as you would for DAE (COLLADA).

It appears that when importing FBX format naming is more required than when just using DAE. Anyhow I had a play around with exporting FBX from Blender and here's what I found.

1: It really likes the DAE hierarchy if you want working collision meshes when exporting FBX. :|

Image

2: If you import as SingleSize your object meshes require trailingNumber LOD else the collision meshes will not work. :o Weird right? :?

3: It will import working collision meshes when using DetectDTS or TrailingNumber (even when you have no trailingNumber) without trailing numbers for LOD. :shock: Did I mention trailing number in that sentence at all? :?

4: FBX is HUUUUUUUUUUUUUUUUUGE. :o Importing at scale 0.01 is the same as importing a DAE at 1.0.

So, on to the filler bit.


Headpats ...

In other news I ventured into the 21st Century and got the cheapest fibre optic available, finally allowing me to upload files 9 times faster than attaching them to the leg of a dead pigeon and sticking them in the mail box.

Here is a gameplay video which was 2 gigabytes that uploaded in 30 minutes. You still have to manually select 1080HD on YouTube or else it'll play the 480 pixel version, even if you got full screen and it lies to you about which quality version it's playing ...



So, that was the month the wasn't ...

Thursday, 31 October 2019

Spooky Day: Space Year 2019


It's All Hallows Eve ... want to see something truly terrifying?

http://www.nationaldebtclock.co.uk/

Are you OK? Have you recovered? Take a few deep breaths, I know it was a terrible sight ...

In other news I have mostly been injured ... from doing nothing as usual ...


My neck went, then my shoulder went ... and now my neck has gone again ...



Okidoki, that's enough sniverling - back to the blog ...



I was testing a new binary of the PBRtastic Torque 4.0 version 5.0 build when I noticed many things were amiss. After much wailing and nashing of teeth and complaining to other people at the otherside of the planet that it was everybody elses fault ... I concluded that I was using the wrong branch ...

 Ahem ...

After this I managed to get some PBR catgirl with working transparency on show.

 Ears go up, ears go down ...
 

I also managed to break everything horribly by mistake ... but that just tends to be one of those things I do ... at least this time I knew how I did it so I can avoid doing that again ...


I tried to delete all of the shaders and ended up wiping out the ones which controlled the GUIs in the editor so none of the text would show up. Next time, delete the internal shaders manually ...

I had been planning on doing more on creating a new level featuring an abandoned and overgrown industrial site, but only got as far as stripping high density models down to a more workable poly number.


Pipes, need lots of pipes for industry ...

So, that was the month that was ... which ended up as a bit of a wash-out ... normal service shall hopefully resume November ... which incidentally, is the date in which Blade Runner happens ...


Monday, 30 September 2019

Big Boss Battles


The Big Lad

So after the joy/struggle/despair/awkwardness* (*delete as applicable) of learning how the new Blender3D works and then creating an actual character to replace the player's Small Yellow Placeholder Cube, it was time to go after the remaining Big Red Placeholder Cube which had been standing in for the level boss character.

As ever things went horribly wrong for seemingly know apparent reason other than the entire universe having it in for me.


I had split up animations from the actual mesh - that way it keeps loading times down whilst changing things on the fly during development, and means that multiple models with the same armature skeleton can share animation data and thus reduce file sizes - when suddenly everything stopped playing nicely and went back to mutating into a horrendous mess of twisted limbs and multiplied rotations.

The reason this time turned out to be because I was exporting the mesh model in the first frame of the root animation - which is what you would want for blended animations - but I should have exported it out in a copy of the rest pose ... regardless of the fact that this had previously been fine with another model ... which meant that the solution was far down my list of things to test to see if it worked ...

Exporting COLLADA/DAE format from Blender to Torque has become even more specific in Blender 2.8, mostly due to there being a huge number more options available and thus a huge number more things to possibly go wrong ...

https://pbs.twimg.com/media/EDtDhZyXoAApzaI?format=jpg&name=large
I before E except after C ... Also Hierarchy which breaks the rule, and hierarchy is very important ...

I ended writing a little explanation of Blender3D to Torque3D Collada exporting and the importance of hierarchy over on the forums.

Eventually I managed to get "The Big Lad" - as he is currently known unless I can think up a name later - into the game and working. Here's a quick look at him in action. I say "quick" because he squashed me in not too much time. Select quality 720x60fps manually or youtube's autoHD says it's selected it but it's telling fibs.

I fearsome foe! Especially as I end up as pate ...

Apart from that, I modified my laser-beam-wielding veclociraptors by adding helmets and power-packs to them so that they now look different from the other dinosaurs which just bite.

Sharks Dinosaurs, with frikken laser beams on their heads!

I also spent some time modelling industrial scenery, lots of pipes and stuff for a forthcoming level. This will be the fifth level in the game, out of a total of ten - though they will loop for long play. No actual pictures of that yet as it is still all in bits.

So, that was the month that was. It got really warm and now Autumn has truly arrived and I've put socks on. Lot's of other things happened game development-wise but I can't really remember them. Next up is the Overgrown Industrial Level which has been reclaimed by nature, and more boss monsters.