Code_Man Posted February 21 Share Posted February 21 Wow t28, nice, looks like real fun. I just got around to fixing npc fighs in my game so that looks like a blast. How are vehicle physics like in 4.0 for you, i never got to try properly. I kinda screwed up my vehicles but i think it might be because of no bounding boxes on the models. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted February 23 Author Share Posted February 23 CONGRATS you certainly must know your tanks , 4.0 vehicles seems to be typical torque3d . If you need help on setting up the model , I can make a few pics . If you need help with executing a wheeledVehicle datablock , I'll show you an example that should work . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted February 24 Author Share Posted February 24 a handful of AIplayer candidates . Quote Link to comment Share on other sites More sharing options...
LoLJester Posted February 25 Share Posted February 25 It looks like your efforts are starting to pay off. I can see from the pictures that you're getting better at working with T3D. The tank looks quite good. Good job! Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted February 26 Author Share Posted February 26 thank you , LoLJester , Im still at it , I still enjoy playing with and learning T3D , I appreciate your comment , I am hoping to finish the T28 super heavy tank pretty soon . Quote Link to comment Share on other sites More sharing options...
Code_Man Posted March 2 Share Posted March 2 On 2/23/2024 at 4:49 AM, fLUnKnhaXYU said: CONGRATS you certainly must know your tanks , 4.0 vehicles seems to be typical torque3d . If you need help on setting up the model , I can make a few pics . If you need help with executing a wheeledVehicle datablock , I'll show you an example that should work . A quick guide would be helpful for the model and datablock yes. I also have been fortunate in coming across some very good vehicle models that everyone can use, they are early post war era vehicles. I would be glad to share them once i have cleaned them up somewhat, which should be pretty soon. My vehicles bounce around and properly configuring vehicles is such a hard job. Anything that helps would help. Good luck with your work btw, looking forward to see more. I have a question tho, what is the gameplay like in your game? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted March 21 Author Share Posted March 21 My NEW quickfeet set is coming SOON! fyi half cylinder fronts and flat plane backside . Code_Man , this is just a hobby , I dont have plans for any but I imagine first person adventure for most of it . I'm a fan of about any kind of gaming . and BTW , I intended to post a quick easy guide for preparing a vehicle and focusing a little on what I consider to be one of the funnest and coolest things about wheeled vehicles , the rigid body and spring/tire settings , that totally personalize the vehicle , when I ran into a little bit of a slowdown . Please keep the forums posted on your work . I got a couple pics ready to help (at least I intend to help) with getting over the basic learning curve if your interested . thx and have a good'n Quote Link to comment Share on other sites More sharing options...
Code_Man Posted March 21 Share Posted March 21 Thats a very neat idea, looks funny as hell. Yeah i gathered you didnt have much of a plan, but i suppose putting in some sort of gameplay of any sort and all the fancy stuff and call it a day is good too. The springs/tires api in t3d is really sweet, i havent even started exploiting it, theres so much to do from damagable wheels to vehicle modding. Its great to hear you have a guide coming up, i managed to sorta get some things working on my own, so i wont need it i guess. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted March 21 Author Share Posted March 21 Code_Man , "looks funny as hell" , Thank You! and I appreciate that . I just use the binary but I fancy all of those settings being gathered with the GUI system and sorta managed on the "fly" if you will . But the datablock editor is kinda hard to beat for simplistics . Gettiin ready to KNOCK'EM DOWN! the bouncing boulder did make it halfway down the convex shape before falling through . this was the first try not the finished polished product tho . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted March 29 Author Share Posted March 29 Look , Kork has found a shortcut through a few rigid shape Army Men . Quote Link to comment Share on other sites More sharing options...
Code_Man Posted April 1 Share Posted April 1 Looks like someone stole freds ride. The lightning looks real nice in that shot. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 6 Author Share Posted April 6 Whats This! you know your classic cartoon car as well? What gives with your vast knowledge of those things Code_Man ? oh, the lighting in the scene is in the empty _Terrain MIS which is in the testmaps module . you can get here if you want . testmaps Module here are other modules you can examine but they dont have any levels in them . fpsplayer Module fpsgameplay Module fpsplayer Module fpsequipment Module inventory Module noticesystem Module if you use any just unzip it and put the extracted folder in the data folder and its ready to use . just start the game click single player and see the empty terrain level. the keymaps rebinding stuff seems to not be working right but you can still play the levels and look at the skatterSky settings and stuff also also there is a button for probes you might want to check out . have a good'n . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 11 Author Share Posted April 11 new QuikDeadly boss sets in action . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 12 Author Share Posted April 12 just added a new quick and deadly Boss using makehuman . even though that one looks a little non human to me . I guess Ill let it slide and forget it .... this time . but those sorts of legalities is just the thing that I dont like a bit . have a nice day . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 22 Author Share Posted April 22 adding some new bosses with makehuman and giving them their physical examination with T3D 4.01 . some good ORM 's yet to come . have a good'n . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 26 Author Share Posted April 26 this is a first look at my all new tablecloth tree forestItem . before extensive experimentation begins unless someone informs that its a waste of time . thanks . have a goody . its T3D v 4.01 binary Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 28 Author Share Posted April 28 makehuman 1.1.1 , its getting old I guess and they've moved on to the MHFB stuff but these were a creamy pleasure to make using 1.1.1 . just saying . these are without ORM s . night TOD and moon-lit . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 29 Author Share Posted April 29 (edited) who uses WorldMachine basic ? this was generated using T3D 4.01 to create a random terrain and exported heightmap and World Machine basics import and erosion "devices" all in about 2 min. tops . and have a nice day . EDIT : sorry , I left out the export "device" in World Machine to export the new height map which was then used for the terrain in T3D . Edited April 29 by fLUnKnhaXYU incomplete Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted April 30 Author Share Posted April 30 imported World Machine heightmap . Import settings in torque are 4 x square size and 1024 height with a 1024 image . a little closer see the station and forge guy action . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 1 Author Share Posted May 1 here's a more normalish 1km x 1km with the height set in WM to 60 . I imported the heightmap into T3D with the height set to 60 as well . keeps the hills nice and low , I guess .:) Quote Link to comment Share on other sites More sharing options...
Duion Posted May 3 Share Posted May 3 I found terrain generators only come into play on larger terrains, like 1x1km or more, otherwise the difference is not really noticeable, biggest pro is probably that you save the time sculpting by hand. I would not be able to tell that you used a terrain generators it just looks like someone made random sculpting in the terrain, needs more erosion, well erosion is almost the only feature terrain generators do. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted May 3 Share Posted May 3 I havent gotten around looking into it myself just yet either, but t3d does have a builtin random map generator, if i get around il try to put in a practical package. Other possible solutions are also easy for me to do, but if im not careful it will be a mess and more work cleaning up after than the actual work. Also do the characters have animations, i wonder how easy it is to rig those. I downloaded lots of character models. but im neither a decent modeler nor animator so those stay in the storage. Also your 2d flat nxzi soldier dudes gave me a very good idea, good thing korkchan already comes with t3d, i wanna see how far i can go with that. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 4 Author Share Posted May 4 Duion , world machine saves me lots of time in getting a more real looking terrain . and I have a many hard time making terrains that I like and I feel that the program is a hugely beneficial . I think the T3D terrain editor is literally buggy so far as terrain settings in the editor setting , If I change the noise factor or smoothing factor to less than 1 prepends the address of the torque program I'm in , like all the way back to c:\. So , its sorta been a no go for me and I think DEVGRU will eventually hear it . but , to that , I admit that I wish I had the where-with-all and skill to do it myself . Code_Man , I think the terrain generator is buggy , I suspect it has something to do with the terrain editor settings in the editor settings GUI . Make human 1.1.1 exports several armature configurations they work great but things aren't perfect in blender versions newer than 1.79 maybe I just haven't figure things out . the armatures are importing very small and bone envelopes are relatively small however the game engine armature is 55 bones and weight painting is sort of obligatory any ways . But that aside there is no problem with creating a new T3D compatible armature for the meshes and be prepared to weight paint if you parent with automatic weights or empty groups . That's all blender jargon just transpose it to your 3d app/s . makehuman 1.1.1 is absolute intuitive to use to its fullest in creating very lifelike human meshes .And I will be looking forward to your work with the KorkChan . your new work is looking great , really liking your materials and lighting . Quote Link to comment Share on other sites More sharing options...
Duion Posted May 4 Share Posted May 4 Just saying that I sculpted most of my smaller levels by hand in Torque3D, it was easier and faster that way and as said you will not notice a visible difference ingame on small maps. Small means below 1x1km, since at 1x1km and higher sculpting by hand takes too much time usually. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 4 Author Share Posted May 4 Duion , It was easier and faster then for small areas , that is understandable even to me . I guess you could still edit many a small portion of your freshly imported terrain data . Quote Link to comment Share on other sites More sharing options...
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