Life is Feudal: Your Own

Life is Feudal: Your Own

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:] 2014년 10월 10일 오후 12시 14분
Worried now devs please answer
ok so basically i am a self taught 3d cgi artist, and was looking into creating game assets for life is feudal mainly for fun but also for the possibility of maybe using them for modding the game on my own personal server in the future, if this is permitted.

When i took a look at the 3d model files for this game i am a bit concerned that you are still using the out of date .dts file exstention for youre work, why is this when it is nearly completely obeselete and hardly supported anywhere? and the industry standard is now collada?? i cant even import youre models into my 3d editors as the last available supported dts importer/exporter was discontinued in 2009.

Can you please explain devs, am i missing something or got it wrong somehow.
and also on that note , after i have created my assets how would i be able to import them into the torque engine/life is feudal if i cant use .dts format. hope you can answer these questions thanks
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Razors_Edge1 || TTV 2014년 10월 10일 오후 12시 21분 
this seems to be a bit of a troll post because yes Torgue was probably the cheapest deal in an engine because they dont demand a fortune upfront for using their engine until you hit a certain cap of income. Yes the engine used .dts file extentions but this project was over a period of several years of development. If you're going to mod the game why would you care what assets they used when you can just recreate your own with newer supported extensions?


These guys sold their pets to keep this game alive for God sakes!! Have a heart.


For those that dont know the history of Torque or Garage Games.
http://en.wikipedia.org/wiki/Torque_(game_engine)
Razors_Edge1 || TTV 님이 마지막으로 수정; 2014년 10월 10일 오후 12시 27분
ChubbyNinja 2014년 10월 10일 오후 12시 28분 
These guys sold their pets to keep this game alive for God sakes!! Have a heart. [/quote님이 먼저 게시:

really? holy crap...looks like i dont have to worry about dedication lol
ChubbyNinja 님이 마지막으로 수정; 2014년 10월 10일 오후 12시 29분
:] 2014년 10월 10일 오후 12시 30분 
Guaps님이 먼저 게시:
this seems to be a bit of a troll post because yes Torgue was probably the cheapest deal in an engine because they dont demand a fortune upfront for using their engine until you hit a certain cap of income. Yes the engine used .dts file extentions but this project was over a period of several years of development. If you're going to mod the game why would you care what assets they used when you can just recreate your own with newer supported extensions?


These guys sold their pets to keep this game alive for God sakes!! Have a heart.

i think you need to learn to read . how am i trolling?? im not complaining about the engine or its age, the engine is actually pretty good and free, and just because youre using the torque engine doesnt mean you have to use .dts file exstention to model game art, it actually supports newer formats . i was just curious why they are still using .dts when they dont need to and how i would go about importing my newer format art into the older engine. if you think that is trolling then i am confused ??
Saxxon  [개발자] 2014년 10월 10일 오후 12시 34분 
We didn't sell them we ate them to keep from starving.
Saxxon 님이 마지막으로 수정; 2014년 10월 10일 오후 12시 34분
Razors_Edge1 || TTV 2014년 10월 10일 오후 12시 34분 
SoDScReaM님이 먼저 게시:
Guaps님이 먼저 게시:
this seems to be a bit of a troll post because yes Torgue was probably the cheapest deal in an engine because they dont demand a fortune upfront for using their engine until you hit a certain cap of income. Yes the engine used .dts file extentions but this project was over a period of several years of development. If you're going to mod the game why would you care what assets they used when you can just recreate your own with newer supported extensions?


These guys sold their pets to keep this game alive for God sakes!! Have a heart.

i think you need to learn to read . how am i trolling?? im not complaining about the engine or its age, the engine is actually pretty good and free, and just because youre using the torque engine doesnt mean you have to use .dts file exstention to model game art, it actually supports newer formats . i was just curious why they are still using .dts when they dont need to and how i would go about importing my newer format art into the older engine. if you think that is trolling then i am confused ??


If i was mistaken, and this wasnt a stab at the concept of Torque, or Garage Games, and being a free engine for indi companies (which really kickstarted the concept of Indi game development) then my appoligies. Im sure you'll get an answer as to their selection of import format.

Razors_Edge1 || TTV 2014년 10월 10일 오후 12시 35분 
Saxxon님이 먼저 게시:
We didn't sell them we ate them.


Oh man! -1
Saxxon  [개발자] 2014년 10월 10일 오후 12시 35분 
This is a custom engine based off of Torque3D. We began rewriting it 3 years ago.
Saxxon 님이 마지막으로 수정; 2014년 10월 10일 오후 12시 36분
:] 2014년 10월 10일 오후 12시 37분 
Saxxon님이 먼저 게시:
We didn't sell them we ate them to keep from starving.

lol
drstinktickler 2014년 10월 10일 오후 1시 10분 
is saxxon a dev? did you skin them first and make thin leather out of them...?
Life is Feudal (Bobik)  [개발자] 2014년 10월 13일 오전 1시 33분 
Heya,

yes, we ate our pets and had to sell their pelts in order to be able to pay our bills.

On a serious note, you can download Torque3D and use its editor to observe our models. And yes it supports collada import, so you use whatever you want to create your models and then just import them via Torqu3D editor that will result in a .dts file that engine is using.

I don't really see any problems here. And you must keep in mind, that .dts is a binary format of models that is used by engine as is, without any imports/exports/transformations - it is slim snd very useful. While collada is a huge mfking XML text file and is quite far from being optimal.

You can just compare sizes of your collada and resulting .dts after you will make an import to have a rough understanding of difference.
Hatsune Neko Gaming 2014년 10월 13일 오전 1시 45분 
Saxxon님이 먼저 게시:
We didn't sell them we ate them to keep from starving.

oh goodness.
thinks about running for my life!!
Pinhedd 2014년 10월 13일 오전 2시 19분 
Vlas님이 먼저 게시:
Life is Feudal (Bobik)님이 먼저 게시:


I don't really see any problems here. And you must keep in mind, that .dts is a binary format of models that is used by engine as is, without any imports/exports/transformations - it is slim snd very useful. While collada is a huge mfking XML text file and is quite far from being optimal.

I honestly never got the big hype over XML

INI works just fine and people still use text files for most of their crap anyways.

Ill never understand the IT worlds that want to make things more complicated and require larger files to support them that doesnt involve security.

It is like ASP, I mean SAAS, I mean Web based services, I mean cloud computing...

XML is useful because the file contents don't need to conform to a rigid and inflexible structure. The XML parser handles the transformation between the markup language and the program's internal data structures. The drawback of course is that since it's self-structured and text based rather than binary XML is inately inefficient. It is always possible to create a serialization format that is more spatially efficient than XML but this comes with significant tradeoffs in ease of use. Sometimes, XML is simply the best and easiest tool for the job.
:] 2014년 10월 15일 오전 8시 57분 
Life is Feudal (Bobik)님이 먼저 게시:
Heya,

yes, we ate our pets and had to sell their pelts in order to be able to pay our bills.

On a serious note, you can download Torque3D and use its editor to observe our models. And yes it supports collada import, so you use whatever you want to create your models and then just import them via Torqu3D editor that will result in a .dts file that engine is using.

I don't really see any problems here. And you must keep in mind, that .dts is a binary format of models that is used by engine as is, without any imports/exports/transformations - it is slim snd very useful. While collada is a huge mfking XML text file and is quite far from being optimal.

You can just compare sizes of your collada and resulting .dts after you will make an import to have a rough understanding of difference.


thanks for the reply i appreciate it. i figured out how to do it shortly after posting this thread and alsomy mistake, i dint realise torque converts the files to .dts itself. found loads of hiden gems in the folders, loving the animations, and new character textures even found the femala model ;-p nice.

ive figured out how to get my models into torque etc and am working on my scripting but is there anyway i can actually load up the feudal map or level in the editor so i can add them into the game just on my own private server?? and also does torque automatically add them to the database as the game is launched or would i have to create seperate ids etc for them to show up in the game?? hope you can answer but if not i understand. good job guys hands down this is my favourite game this year period
Life is Feudal (Bobik)  [개발자] 2014년 10월 20일 오전 8시 32분 
Unfortunately you will not be able to edit or view map easily. We have our own custom editor for that and it is far way too scary and unfinished to be realesed to public. You must keep in mind, that some things with our game can be achieved via default Torque3D, most of them are not. Because we're elbow deep in its intestines for almost 4 years and there is not that much default left of it.

New items should be added manually to the game DB and on client XML. Well, I'm using complicated generator on Google docs Script (JS) and some DB export via Visio. Yet again, it is far from being userfriendly.
Life is Feudal (Bobik)  [개발자] 2014년 10월 20일 오전 8시 32분 
Unfortunately you will not be able to edit or view map easily. We have our own custom editor for that and it is far way too scary and unfinished to be realesed to public. You must keep in mind, that some things with our game can be achieved via default Torque3D, most of them are not. Because we're elbow deep in its intestines for almost 4 years and there is not that much default left of it.

New items should be added manually to the game DB and on client XML. Well, I'm using complicated generator on Google docs Script (JS) and some DB export via Visio. Yet again, it is far from being userfriendly.
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