Showing posts with label TGE. Show all posts
Showing posts with label TGE. Show all posts

Tuesday, December 18, 2007



In the previous post I showed you how my Vehicle Physics Editor Tool will help to tweak the vehicle physics at run time. After 4 days of work I have added some more functionality to it. In the earlier build one could modify only a handful of properties & there was no save option. In the new build I have added all possible properties in the editor. You can play around with any property you want. When you are done save it back to a file. Next time when you load the game, The vehicle will have all the properties that you specified.

One thing to remember is to put all the dataBlocks in one single file & do not put any game play related stuff in that file. Because when you save the properties back to disk, it truncates the file. It will write only dataBlocks. In case if you create a new file for your dataBlocks, dont forget to add it to the execution list in ~data/server/scripts/game.cs file.

Friday, December 14, 2007

Vehicle Physics Editor for TGE/TGEA

This is my first video demo with narration. So kindly adjust :).
This tool is used to tweak the vehicle physics while playing the game.
Even with he use of Torque scripting language, It`s a time cumbersome process to tweak the vehicle physics. This tool development is still in progress. For Demonstration purpose I have added two cars with unique datablock, The reason for choosing two unique datablocks is to show how it handles individual objects.


Features:
  • Vehicle Selection.
  • Dumping Tweaked values back to console.
Advantages:
  • Saves time.
  • No need of programmer to tweak the physics. Level designer or an artist can tweak the physics as desired. (As per current progress, The tweaked values are not saved to the file, Instead the values are dumped to the console).
  • Affects all the vehicles using the given dataBlock.
  • All the tweaked properties reflect changes dynamically. No need to restart the game.