Artist or good place to look for an artist?
Miscellaneous Forums/General Discussion/Artist or good place to look for an artist?
Ad's gone all torque so i'm trying to do the game on my own, got one artist working on level tiles(3d), and need one to d o powerups, player/npc(Non animated). The game is influenced by mean areans on the amiga. sorta like pacman but with guns and a touch of bomberman. it's gonna rock. using or going to use irrlect and bmax to do it, so it'll be cross platform as well (win/mac/linux) you'll get an even split of any profits made from royalties or selling the game onto a publisher. aim to have the game finished before xmas so it's not a long/overly ambitious project like a mmorpg or anything.
Failing that, anyone suggest a good site for findiing 3d artists?
Indigamer dev forums ...
Good luck on that... It's hard to find an artist that doesn't have alot on his plate.
Don't get me wrong, there's alot of good guys out there, but they are usually very busy.
so now fudbal idea is off baaah settle down for one thing, you'll never get there if you switch so fast :D you should've worked with me when I offered it, I even wanted to pay you man, uprofesionall little brat with some impressive coding skills!!!
Why cant you try torque again? Is it that its totally different from blitz and therefore defies all logic? :P I do agree with that satatement, but im going to keep going forward. :P
Which reminds me, I need to order that book Ads been on about. Seems to be great :D
I am going to try the tse demos and mess about with torque script, just the way ad explained it we'd have to do it all in C++ with torque as a script layer. Am I wrong?
max, your pay was ineffective for a game :)
Woo, got paid today. I'll be ordering later!! Then, my sister goes back to college on sunday, and im in debt again. Fantastic.
How am I supposed to take my GF on holiday next month ¬.¬ oops!
Nope. Torque script isnt the best thing on the planet, but you dont *have* to use C++. Things like camera controls seem pretty hardcoded so youd have to modify the source to create your ow, and thats one of the things that put me off to begin with.
a Bomberman game should be possible, and i recon if the correct cameras arent there, it probrably wouldnt be difficult to force the bomberman Birds Eye View one!
Well I just downloaded the dojo tse demo and i'm not sure where to begin. There's a bunch of different script folders and it's not exactly coder friendly.
Since you're torqued already, can you provide me a more simple tse demo that I can use to get familar with the set up? nothing major, just a box in a box room with a controllable camera.
Then I can try adding particles etc, get something going game wise.
How well does the dojo demo run for you? Pretty choppy on my set up.
and incidentally I still think Irrlicht +bmax is the much better multi-platform solution. You have 100% control, the same multiplatform benefits and the chance to make a much more appealing (Therefore sellable) game. *more grumbling etc*
>max, your pay was ineffective for a game :)
and your request to implement a simple thing was way too much :P (Swift implemented phisics engine for me for racing game I was working on before and asked 1/10 of what you wanted) but as you put it you are profesionall coder and you want kings pay for even the simplest thing you implement. Good way to start! ;)
You would have got payed and I'd probly offer you share of profits and take care of all the graphics, marketing, money collecting, etc.
Just wait til you see what I got cooking, you'll be sorry you didn't offere to work for free :P
I would love to show you demo, but you'd just steal the idea at this stage where you still haven't settled down for an idea :)
good luck findin a good, reliable artist who belives in your idea long enough to stay on project. I think you'll go thru hell before you find one :D If you are lucky enough you might end up with one that is good enough...
If Irrlicht+Bmax compiled onto XBox, I'd be using it. Does the idea of Xbox compilation not excite you?
Since you're torqued already, can you provide me a more simple tse demo that I can use to get familar with the set up? nothing major, just a box in a box room with a controllable camera.
Then I can try adding particles etc, get something going game wise.
I Know i sound like i know what i'm on about, but, i'm pretty much at the same point as you. We have some simple scripts prepared and waiting (thanks Ad), but ive been unable to take a look yet. Perhaps when we're online after i finish work, we could all look together?
BTW, Im using TGE not TSE at the moment. All i know about TSE at this point is that it renders things differently ;)
All I can really say is that i know a bit about how torque works now, but Im still unable to do anything useful.
Patience my friend, Patience.
Maximo, What you after? *Points at Email*
Max, for royalities I'd be interested, just iirc 100 quid is not alot for an whole project. my memory is peppered with drug in take so you probably offered something different but you know.
Cyngus, k, although torque one didn't work for me so we may have troubles working together on the older torque. TSE seems to work fine though.
I'd never say this normally, but i hope your memory IS peppered with drug. Still, £100 is £100, and its better than nothing. I did some work for £100 a while back.
[EDIT]
TGE doesnt work well on your system? ouch..
Ive got a similar problem where my 6800 doesnt display the meshes from FMC very well, everything turns alpha, works well on my other halfs computer, but no matter what drivers i use, im screwed. This is my 2nd fx6800 BTW. hehe.
I will need to install TSE to take a peek :)
there's another problem. tse isn't free :)
Dont use any shader enhanced engine that can't run on DirectX 7 computers. If you are making casual game, which seems like you, make it run on lowend systems. Blitz3D would be perfect choice for exapanded bomberman concept you mentioned.
Hey I agree anything other than torque is the way to go. Convincing Evak of that though is another matter.
TSE runs like crap even on my g5-5600, bare bones single model demo.
Good luck making a mass market shareware game in that. :)
Torques not that hard, just looks confusing at first because all the demo's have huge convoluted dir structures and its hard to find whats what.
One of the coolest things I've been messing with is the animation mixing and blending. The expoter is a bit complex,but for character animation you can mix several animation layers and blend them in realtime. Makes it pretty easy to cerate a large variety of character animations that look more dynamic.
So you can animate the arms torse and legs seperately and mix in you sword swing with your walk animation and your shot in the head recoil animations, if that makes sense.
You shouldn't be using TSE for mass market shareware anyway, its early adopters at the moment and a lot of things are being done on the CPU still, not the GPU. There's probably another year till release.
With TGE, our B3D loader even without any occlusion lor culling is as fast as blitz 3d maybe a little faster, and has no surface count limitations. And the opcode collisions it uses allows you to use arbitrary collision meshes the same way as you would in blitz, only the collision lib supports instanced collision so there is potential for a lot of optimizations we havent gotten around to yet.
Here's a couple of small screens from my GG profile that shows you the B3d loader (90% done as far as brushes go) in action, with 2UV's lightmaps, shinyness, 2X multiply blendmodes and stuff.
Will be adding shader support shortly using brush names to call HLSL shaders, with scriptable texture and UV handles.
THese shots are non shader TGE shots, using DX7 tech.


Cygnus, I'd just mess with the demo and the scripting language before you buy torque, get the book and see how you like it. For most games you would be using torquescript over 70% of the time, so if you don't like torquescript there's probably no point getting the engine really.
you are loading b3d in Torque directly and you are writting support for that in Torque which you will release to Torque community? that would be greatif I understood it right.
Yeah, thats right. Hopefully we will be able to release it when it's far enough along that anyone can pick it up and use it. Currently it hasn't been integrated 100% so theres not even frustrum culling, or alpha sorting etc. But it's already useable and comparable to blitz for speed.
There's a couple of things that have to be sorted out between the 4 developers working on it before it can get released too. Plus we want to add the pipeline extensions for max users, which is going to be quite a bit of extra work.
Those pictures look COOL.
Cygnus, I'd just mess with the demo and the scripting language before you buy torque,
Well, lucky that i was talking about the book then, right? :D
I also agree that b3d would be a great platform for the bomberman game,
but- I would not be LEARNING anything along the way. The idea of doing it in torque popped up on accident and i figured itd be a good idea to learn with it.
As Evak knows, I love to program to learn. If im not learning, i will grow bored fast because itd be pretty much pointless.
there's another problem. tse isn't free :)
You need to make an investment. Im aware it isnt free. Was blitz free?
Cyng, it's hard to invest money you don't have. In the words of del. 'I'm brasic bruv.'
Evak, more importantly, can we collide with the b3d files - for example using b3d files for buildings?
I already know from blitz it's perfectly doable at a decent speed for mid range hardware in blitz so no excuses for torque.
yeah, it uses the opcode collision library which is cross platform, and does non convex collisions with regular B3d objects.
The way we have it set up now you have your proxy collision mesh saved with your visuals. Any mesh with col in the name becomes an invisible colideable object. And Opcode recognises instances, so if you were to instance the same mesh 20x all over your scene the collisions and visuals woudl only reference the first instance.
you have to use the mission editor to do this now but with the instance extension you should be able to do much the same thing in max.
Havent decided yet, but it shouldn't be too hard to write scripts for popular 3D apps that export .mis mission files that the Torque mission editor loads. As well as use pipeline extensions if you want to load entire levels or scenes in a single B3D file like you can now with 3dsmax.
But anyway, the collisions work quite well and you can mix DTS, DIF, and B3D's without any problems, Terrain collisions work, as do DTS and DIF collisions, allthough with those your stuck with convex hulls.
Sounds good Evak. Do you think a demo will be coming?