Hey everyone,
If you don't know much about TQ Digital Entertainment and how they develop games, then you might not know about the three engines they currently use (and the one Yuki has hinted about that might be in development for Conquer Online 3.0). Currently, TQ uses the following engines:
Looking at the wiki, you have a lot of different options on how you can develop for the engine. Tools are provided - tools for managing compression packages such as TPD, WDB, and WDF, tools for viewing c3 files, export plugins for 3DS Max 2009 - 2012, c3 optimization, mask generating, etc. There are too many tools for me to list, so explore the wiki yourself. Most of the tools are developed using Mono C#, QT C++, and Visual C++.
[Only registered and activated users can see links. Click Here To Register...]
Regarding how TQ has designed the engine, the technologies in use for their first versions was DirectX 8.1, later updated to DirectX 9 which was last updated April 2008. Their newer versions use OpenGL as the primary graphics development library, sometimes with QT. With each release on each platform, TQ has posted example projects showing how to implement and work with the engine. Also, they have provided developers with many higher level example projects - projects for rendering shadows, silhouettes, heat distortions, lighting chain effects, and collisions.
If you're interested, I really suggest giving the engine a try. It's actually quite interesting (low graphics, but good enough to run Conquer Online on my old iPod Touch). If you want to be part of the development community, we could maybe take [Only registered and activated users can see links. Click Here To Register...] over with English speaking developers (I'll join in for sure).
If you're just interested in the c3 export plugin for 3DS Max (no shame there, I'd love to see some talented artists working about), here is the download for that: [Only registered and activated users can see links. Click Here To Register...]. Below are some notes from the website:
Kind Regards,
Spirited
If you don't know much about TQ Digital Entertainment and how they develop games, then you might not know about the three engines they currently use (and the one Yuki has hinted about that might be in development for Conquer Online 3.0). Currently, TQ uses the following engines:
- Conquer III TQ Game Engine: C3 is TQ's own open-source game engine project mainly used for developing 2D games. Tutorials, SDKs, example projects and all tools for developing with their engine can be found on their [Only registered and activated users can see links. Click Here To Register...]. This engine is used in the development of their 2.5D games like Conquer Online, Eudemons Online, and TheWarlords.
- Scalpel 3 TQ Game Engine: S3 is TQ's own closed source 3D game engine mainly used for their Dungeon Keeper Online game. Yuki has hinted that they might finally update their engine for the release of Conquer Online 3.0 (making it a fully 3D game). Details are limited, but there are videos and examples of the engine loading better maps than World of Warcraft (medium quality graphics).
- Unreal III Game Engine: TQ has adapted this engine for developing some of their 3D games (or so they claim). So far, it seems that they have only used it for their home decoration and design programs.
Looking at the wiki, you have a lot of different options on how you can develop for the engine. Tools are provided - tools for managing compression packages such as TPD, WDB, and WDF, tools for viewing c3 files, export plugins for 3DS Max 2009 - 2012, c3 optimization, mask generating, etc. There are too many tools for me to list, so explore the wiki yourself. Most of the tools are developed using Mono C#, QT C++, and Visual C++.
[Only registered and activated users can see links. Click Here To Register...]
Regarding how TQ has designed the engine, the technologies in use for their first versions was DirectX 8.1, later updated to DirectX 9 which was last updated April 2008. Their newer versions use OpenGL as the primary graphics development library, sometimes with QT. With each release on each platform, TQ has posted example projects showing how to implement and work with the engine. Also, they have provided developers with many higher level example projects - projects for rendering shadows, silhouettes, heat distortions, lighting chain effects, and collisions.
If you're interested, I really suggest giving the engine a try. It's actually quite interesting (low graphics, but good enough to run Conquer Online on my old iPod Touch). If you want to be part of the development community, we could maybe take [Only registered and activated users can see links. Click Here To Register...] over with English speaking developers (I'll join in for sure).
If you're just interested in the c3 export plugin for 3DS Max (no shame there, I'd love to see some talented artists working about), here is the download for that: [Only registered and activated users can see links. Click Here To Register...]. Below are some notes from the website:
Phew, what a thread. I believe I've covered enough to shed light on this topic. It's been in the dark for way too long. I hope you have enjoyed reading. I really look forward to seeing what development comes out of this information. Have fun, and good luck developing.Quote:
C3 export plug-in for exporting art produced in 3DMax 3D models, movement, light efficiency of resources. The C3 export plug-bag two dle file (c3_exp.dle/C3SkinCharacater.dle), copied to the installation directory 3DMax plugins directory to complete the installation. C3 export plugin support multiple versions 3DMax9, 2008,2009,2010,2011,2012, please pay attention to choose your machine to install the corresponding version of 3DMax C3 export plug-ins. When properly installed, select 3DMax menu File-> Export, select Export File dialog box pops up, the Save as type drop-down list, you can see: Precautions:
- Select C3 Effect PhyAnim Exporter (*. C3) items, export C3 model, the luminous efficiency and the use of technology to produce bone Physique action.
- Select C3 Skin Anim Exporter (*. C3) entry, export, use Skin / Physique technology to produce models and skeletal movements C3.
- Select C3 Skin Skeleton Exporter (*. SKT) entry, export, use Skin / Physique technology to produce a skeleton file.
- Export resource file name suffix (. C3).
- Export plug directly exported resource contains redundant information in the work of art production management data, such as large file size, you need to use the [Only registered and activated users can see links. Click Here To Register...] to optimize resources exported here.
- Use Skin skins produced models and action must use C3 Skin Exporter (*. C3) items exported.
- Next, you need to use the [Only registered and activated users can see links. Click Here To Register...] resources will be exported configuration c3 resources and textures to the game.
Kind Regards,
Spirited