Author Topic: Optimized Method for Getting Content into Game  (Read 7300 times)

MogwareSupport

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Optimized Method for Getting Content into Game
« on: 17 May 2007, 15:40:53 »
Hi, I just wanted to share something here that may come in handy for some of you.

I work for a company called Mogware, and we make software (called MOG) for optimizing game development.  Where this ties in to this community is that we recently spent some time integrating our pipeline solution with a handful of engines, including Glest.

I don't know if you are happy with the typical method for getting content such as textures and models into the game, but with MOG, we have made it so it is a one-click process to go from your source (content) editor to the game.  This happens while the game is running, so you are able to adjust textures or models, hit a button, then click over to the running game and see the old swap out for the new in realtime.

Check out the video (top-most on the page) to understand just how cool this can be for content developers.  :)

The best part (for you) is that our target audience for MOG is the large game studio that is professionally producing console and/or PC games.  Integrations with engines such as Glest are more for practice and example than anything.  Because of this, MOG is free for individuals or small teams.

Please feel free to swing by and try it out.  The less time you spend on getting your content into the game, the more time you can spend experimenting with the content to get it just right.

The modified Glest engine that supports this fast updating system is included in the download.  Download it here.

Thanks, and I hope it comes in handy to you!

Josh Darling
Product Manager
Mogware, Inc.
www.mogware.com
« Last Edit: 1 January 1970, 00:00:00 by MogwareSupport »

firedeathbot

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« Reply #1 on: 17 May 2007, 17:15:33 »
is this a spam topic??????


whose going to try it first??????????

i vote not me
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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MogwareSupport

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« Reply #2 on: 17 May 2007, 17:22:35 »
I would hope it isn't a spam topic.  :)

I'm not trying to sell you anything, just letting you know that as a by-product to our professional end work, we have a benefit for you.

If I am doing something wrong by posting this, please let me know, but it seemed reasonable.
« Last Edit: 1 January 1970, 00:00:00 by MogwareSupport »

@kukac@

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« Reply #3 on: 17 May 2007, 18:27:28 »
i think the selling of products are not allowed on this forum. i think the law makes responsible for the links what are here, but i will ask someone...
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

MogwareSupport

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« Reply #4 on: 17 May 2007, 18:37:21 »
Ok, I appreciate it.  I'm not selling anything, I'm just letting you know about a side benefit of something we already did.  We don't plan on making a penny off of any of you guys, but it does speed up your workflow.
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firedeathbot

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« Reply #5 on: 17 May 2007, 19:13:35 »
even if it isn't

people like me arent even the developers, so if you wanted to implement a new feature wouldn't you have to ask them, or since glest is open source you can do whatever you want


i'm confused now :o
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MogwareSupport

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« Reply #6 on: 17 May 2007, 19:36:41 »
Maybe there aren't many people that develop content for Glest?  I posted it here under development hoping it would make it into the right hands.

If that is the case, maybe there is a better way to let developers for Glest know about this.
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firedeathbot

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« Reply #7 on: 17 May 2007, 19:56:13 »
i'd say the general discussion area because its not really a glest mod its more of a glest upgrade, right?
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MogwareSupport

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« Reply #8 on: 17 May 2007, 21:30:36 »
So posts to the development board are typically about mods?

I just didn't want to put it in general discussion since it isn't the average player that would want this technology.
« Last Edit: 1 January 1970, 00:00:00 by MogwareSupport »

jbr

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« Reply #9 on: 17 May 2007, 21:39:42 »
This location appears to be a fine place for such a post. In fact, this software seems extremely useful! it sounds like it would be ideal for making mods, because one could edit a unit and then see the effect immediatly, without reloading the game. This is a problem that has certainly plauged me.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

MogwareSupport

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« Reply #10 on: 17 May 2007, 23:04:49 »
That's the idea.  I hope it comes in useful for you.
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weedkiller

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« Reply #11 on: 18 May 2007, 20:52:44 »
Well, as far as it is free for us...
i will have a try on it. The description is quite impressive. But what about the new modells, what application are we thought to use for modelling(3d)? I will probably see if i download, but it would be nice to know already now.

I ask, because the only free working program (as far i know) is blender, because of the exporters. Of course you need this confusing thing called glexempel to convert finally into g3d and so MY workflow is still slow. But XML-stuff should even be more important, because modelling always takes time...

So, i'm glad to here of this possibilitys you offer us and, thanks!
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

MogwareSupport

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« Reply #12 on: 18 May 2007, 21:18:36 »
Actually, that is a good question.

We have a feature we call "rippers" that were made for this kind of situation.  A file can come into MOG in any format, and then you assign a ripper to it and it will run a converter to take it to the final format for the game.

We do this in Glest with images right now, in fact.  You save out your Photoshop document in PSD format, it comes into MOG and assigns the ripper that converts PSD's to a TGA that Glest can read.

With the model swapping that we are doing, we have not tried making original models and bringing them through the pipes to get them into Glest.  We have instead been using existing models that are already in the correct format.  I haven't look around to find a conversion tool for glest models.  Maybe you would have some suggestions?

With a ripper, you could work in any 3D application you want.
« Last Edit: 1 January 1970, 00:00:00 by MogwareSupport »

weedkiller

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« Reply #13 on: 19 May 2007, 06:32:02 »
Have not worked with this all so far... but will start with it when i have more time.
Perhaps you can find your needed version here?
http://http://www.glest.org/glest_board/viewtopic.php?t=1088&postdays=0&postorder=asc&start=0
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

Aquilia

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« Reply #14 on: 19 May 2007, 10:06:24 »
Could you build in ripper for .3ds/.c/.vtx/.obj formats?
« Last Edit: 1 January 1970, 00:00:00 by Aquilia »

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« Reply #15 on: 21 May 2007, 15:16:04 »
This is all windows only right? So I will not use it ..... :wicked:


OK it's really interisting, but without someone who supports this needed
"modified glest" engine this is a dead end. It's probably a nice tool, but we
really have other problems with glest , no developpers for multiplayer
support for example. In fact we don't even have any really active developers
 for the code at the moment.
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firedeathbot

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« Reply #16 on: 21 May 2007, 15:27:05 »
i've taken a few looks at the glest source but i havn't made any modifications
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MogwareSupport

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« Reply #17 on: 21 May 2007, 16:16:09 »
One thing we haven't looked into is how to submit code changes to Glest.  Is there a way to submit new code changes to the main developing version?

And yes, it is all windows.  :)

The easiest way to write a ripper is to find either a batch file or EXE that converts from one file type to another.  If none exist, it means that one has to be written.  It would be best if we worked with someone who knew the file format to ensure it was done right.
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firedeathbot

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« Reply #18 on: 21 May 2007, 17:42:55 »
Quote from: "MogwareSupport"
The easiest way to write a ripper is to find either a batch file or EXE that converts from one file type to another.  If none exist, it means that one has to be written.  It would be best if we worked with someone who knew the file format to ensure it was done right.


you'll have to talk to the developers good luck  ::)
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hailstone

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« Reply #19 on: 22 May 2007, 21:50:48 »
An extension project of Glest, Glevolution, seems to be adopted as a community version of Glest. Just contact a project admin to get svn write privileges. Goma is working on multiplayer and I've become semi-familiar with the code.
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MogwareSupport

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« Reply #20 on: 22 May 2007, 22:16:49 »
If writers of exporters for Max or Blender want to get involved, we will be happy to help them write the rippers.  We just aren't able to investigate the file format and write our own conversion tool.

If any of you are in contact with such people, we would love to talk with them.

As for getting in touch with the guys with Glevolution, I will do that and see where it leads.  Thanks.
« Last Edit: 1 January 1970, 00:00:00 by MogwareSupport »