
I was intending not to create any more TGE specific art, instead planning a software upgrade that would allow proper normal maps to be assigned to 3d models so that they could be used in more current game engines like TGEA, T3d, Unity 3d, ShiVa, etc... But upgrading the software needed to create that level of work has been slow going as it is a bit expensive.
In the mean time, I've fallen back to creating some MAP/DIF work for ye old die hards using TGE. Running with my recent dungeon efforts, I have started a fully modular dungeon system that will allow the developer to manually connect a series of pre-made halls and rooms to create completely custom dungeon-crawl style level(s).
So far I am up to 44 parts in 2 texture schemes. Most are various sized rooms and halls with 1-4 doorways, but I'm also creating smaller "parts" like plain floors or walls so that the developer can build a totally unique type of room or hall to best fit their needs.
Unlike previous TGE interior releases we have made, this one will come with optional animated doors, and DTS dungeon props.
I also intend to include 3 complete dungeon levels so that developers can quickly drop a pre-made level into their game.
I expect to make this available in our online store at www.golemgraphics.ca some time in the fall.
2 comments:
NIFTY!!!!
I always worry about the modular dungeons--- but I guess if their boundaries where they connect are EXACTLY on their bounding box walls, it might work.
I know, even in normal interior work, overlapping surfaces are an issue.
The way I am designing this is to create male and female door couplings as well as overlays for the basic parts. That provides a margin of error so the developer can be a bit sloppy and still not get obvious artifacts, light leaks, or players falling through the floors.
If you were to create a totally custom room out of individual floor, ceiling and wall parts, then you might have a challenge getting everything to meet exactly. But the stock halls, rooms, and such have a built in margin for error.
I even tested a couple of parts in TGEA (I was trying to write normals for them into the materials.cs file - unfortunately I was unable to get it to work). They looked pretty good even without the normal maps.
I'll try and post some pics later in the week.
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