Jump to content

All Activity

This stream auto-updates

  1. Last week
  2. Are you still working on the site. I would like a link to it.
  3. Hi Everyone, This week’s new seamless texture images are on these pages on my site: BARK (Artistic) CONCRETE (Artistic) FUR (Artistic) You can access them from here: https://soundimage.org/images-home-page/ NEWS How You Can Help to Support My Efforts If you find my free assets helpful, please consider making a small donation on my website to help support my efforts. I pay for everything myself and donations from the creative community really help a lot. http://soundimage.org/ Thanks in advance…and please stay safe.
  4. We're mostly focused on some bits to batch convert old script files to the new entries and one-to-one source line replacements to make it simpler for folks to upconvert at present. Shouldn't be too much longer on a new binary build, but don't want to make promises as far as when beyond that. Mean time, the fork were beating up prior to throwing it into preview head is https://github.com/Areloch/Torque3D/tree/AssetMacros_w_ProjectImport if folks want to see where that's going in general.
  5. any new precompiled builds available for testing? I have windows and macs I can test on. Also a 4k monitor.
  6. So, I've been playing around with explosions, player.blowUp(), etc and noticed the info in InitPersistant fields is a bit ... out of date and not very helpful. Here's what it says: addGroup( "Destruction", "Parameters related to the destruction effects of this object." ); addField( "explosion", TYPEID< ExplosionData >(), Offset(explosion, ShapeBaseData), "%Explosion to generate when this shape is blown up." ); addField( "underwaterExplosion", TYPEID< ExplosionData >(), Offset(underwaterExplosion, ShapeBaseData), "%Explosion to generate whe
  7. Earlier
  8. Yes, the new site is nice, but takes some time getting into. I'm from Germany, so logistics issue is the same, so I waited for someone from the US to sign up, but there is none.
  9. If you mean dae/fbx ect, once .cached.dts files have been generated, the original files can be removed. If you mean scripting, if you follow http://wiki.torque3d.org/coder:compiling-in-windows , then flipping the TOQUE_SCRIPTING switch on will allow you to generate.dso files that can also be executed instead of your old .cs/tscript/ ect files and remove those as well.
  10. I think people are still learning how to navigate the new site and how to discover new posts I would have signed up as well, but not sure I'm deserving of such power. Also i live in Denmark so I reckon logistics would be difficult!
  11. Hi Everyone, This week’s new seamless texture images are on these pages on my site: ABSTRACT (Artistic) BRICK (Artistic) METAL (Artistic) You can access them from here: https://soundimage.org/images-home-page/ NEWS More Music Genres with Bulk Downloads For those of you who are using my music tracks, I’ve added even more bulk music downloads. Here are the newest genres containing them: Action https://soundimage.org/action/ Dark/Ominous https://soundimage.org/dark-ominous/ Horror/Surreal https://soundimage.org/horrorsurreal/ Enjoy…stay safe…and keep being creati
  12. Nobody wants them? I take one if the brazil guy not already grabbed them all.
  13. You asked for it, you got it: Bulk music downloads are now available for these genres on my site: Chiptunes Fantasy Puzzle Sci-Fi Now you can download all of my tracks at once as higher-quality Ogg music packs. Enjoy! That said, this week’s brand new free music tracks are: On my Fantasy 11 page: “ISLAND OF MYSTERIES” https://soundimage.org/fantasy-11/ And on my Sci-Fi 10 page: “FUTURE SMOG” “ARCADE OF THE FUTURE” https://soundimage.org/sci-fi-10/ Please stay healthy and safe.
  14. It is still hard to understand what you are actually trying to do. My guess is you build something in BeamNG Drive and now you want to port it over to Torque3D right? Well those things are not so simple, because those engines are probably incompatible, so if you are a beginner I would suggest you take your art assets and put them in a Torque3D template, try to get them running and then slowly start building your game and/or porting over your code.
  15. Why can't I build the game I did in Torque 3D? I mean, all the models I use for my game, the person playing my game can get it without difficulty. I don’t do my job to make it easy for someone. Someone can even get my codes. On BeamNG Drive, however, they changed everything. I like their engine but I can’t use them. So I want to change the game engine code. But I don't even know how to do it. Can someone here help me? Or is there any Torque3D user who has fixed this?
  16. Hi everyone, This week’s new free music tracks are: On my Puzzle Music 6 page: “POPSICLE PUZZLES” https://soundimage.org/puzzle-music-6/ And on my Sci-Fi 10 page: “BROKEN FUTURE” https://soundimage.org/sci-fi-10/ NEWS Bulk Music Downloads are now available for these genres: Chiptunes, Fantasy, Puzzle and Sci-Fi. I’ve received an increasing number of requests to make my music tracks available as bulk downloads (rather than having to download them one at a time) so that people can load them into their media players and listen to them while doing other things. Now you can
  17. JeffR

    C-Interface

    stub
  18. JeffR

    Objects

    Objects The most complex aspect of TorqueScript involves dealing with game objects. Much of your object creation will be performed in the World Editor, but you should still know how to manipulate objects at a script level. One thing to remember is that everything in TorqueScript is an object: players, vehicles, items, etc. Every object added in the level is saved to a mission file, which is written entirely in TorqueScript. This also means every game object is accessible from script. Syntax Even though objects are originally create
  19. JeffR

    Functions

    Functions Much of your TorqueScript experience will come down to calling existing Console Functions and writing your own. Functions are a blocks of code that only execute when you call them by name. Basic functions in TorqueScript are defined as follows: // function - Is a keyword telling TorqueScript we are defining a new function. // function_name - Is the name of the function we are creating. // ... - Is any number of additional arguments. // statements - Your custom logic executed when function is called // return val - The value the function will give bac
  20. Control Structures TorqueScript provides basic branching structures that will be familiar to programmers that have used other languages. If you are completely new to programming, you use branching structures to control your game’s flow and logic. This section builds on everything you have learned about TorqueScript so far. if, else This type of structure is used to test a condition, then perform certain actions if the condition passes or fails. You do not always have to use the full structure, but the following syntax shows the extent of the con
  21. JeffR

    Operators

    Operators Operators in TorqueScript behave very similarly to operators in real world math and other programming languages. You should recognize quite a few of these from math classes you took in school, but with small syntactical changes. The rest of this section will explain the syntax and show a brief example, but we will cover these in depth in later guides. Arithmetic Operators These are your basic math ops. Operator Name Example Explanation
  22. JeffR

    Types

    Types TorqueScript implicitly supports several variable data-types: numbers, strings, booleans, arrays and vectors. If you wish to test the various data types, you can use the echo(...) command. For example: %meaningOfLife = 42; echo(%meaningOfLife); $name = "Heather"; echo($name); The echo will post the results in the console, which can be accessed by pressing the tilde key ~ while in game. Numbers TorqueScript handles standard numeric types: 123 (Integer
  23. JeffR

    Variables

    Variables A variable is a letter, word, or phrase linked to a value stored in your game’s memory and used during operations. Creating a variable is a one line process. The following code creates a variable by naming it and assigning a value: %localVariable = 3; You can assign any type value to the variable you want. This is referred to as a language being type-insensitive. TorqueScript does not care (insensitive) what you put in a variable, even after you have created it. The following code is completely valid:
  24. Hello Fellow Creatives, Brand new seamless texture images are ready on these pages: CONCRETE (Artistic) METAL (Artistic) GROUND (Artistic) You can access them from here: https://soundimage.org/images-home-page/ NEWS Bulk Music Downloads are now available for these genres: Chiptunes, Fantasy, Puzzle and Sci-Fi. I’ve received an increasing number of requests to make my music tracks available as bulk downloads (rather than downloading them one at a time) so that people can load them into their media players and listen to them while doing other things. Now you can download al
  25. Just for fun, I’ve been creating short videos featuring some of my music tracks and posting them on my site. I also post them on YouTube. If anyone is interested, here’s a link to my YouTube channel: https://www.youtube.com/channel/UC6mnTEE6xP74YcZDpkKGy-A/videos Please feel free to like and subscribe! That said, this week’s new free music tracks are: On my Puzzle 6 page: AROUND THE BEND – (Looping) – And back again? This is one of those pieces that’s meant for puzzle games that cheerfully drive players insane. https://soundimage.org/puzzle-music-6/ A new addition to my Epic
  26. Hi Folks, Some cool new seamless texture images are ready on these pages: WOOD (Artistic) BARK (Artistic) ORGANIC (Artistic) You can access them from here: https://soundimage.org/images-home-page/ Enjoy!
  1. Load more activity
×
×
  • Create New...