fLUnKnhaXYU Posted May 4 Author Share Posted May 4 (edited) for Code_Man and any others like me . something interstastanty . brb Ah , just had to upload my image check out these crazy casings . very interesting . Edited May 4 by fLUnKnhaXYU Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 6 Author Share Posted May 6 the wheeledVehicle / AIturret combo . its spamming some inventory.tscript error because it cant find get state for the wheeled vehicle tho . Ive goofed something about the turretProjectile and not getting the explosion stuff in the first pic Ill call killing the vampire on the ridge . if I manually execute the cheetahCar tscript then Ill get the explosion stuffs . but when I restart the projectileData turretProjectile is getting overwritten somehow . but Ive been pretty messy and Im looking for it . it woorks pretty good , I just cruise around and the AIturret finds the stuff . well , thx , have a nice one :) Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 7 Author Share Posted May 7 So , as I just mentioned the situation with the emitters and particles used by the weaonImage turret projectile mounted to the AIturret . Well , the Vehicle Tscript was processing first and since the RocketFx Tscript hadn't yet executed , the fields for the explosions and emitters etc , which were in the rocketFx file , were left blank . I put the rocketFx code in the vehicle file , at the top , and worked . Im sure there are other better solutions to this . have a nice day :) Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 7 Author Share Posted May 7 heightmap 16 bit greya precision . from gimp 2.10.20 to torque4.01 . GIMP 2.10.20 filters/render/pattern/maze with like infinite variation . this is black/white background / foreground torque import height set to 10 . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 10 Author Share Posted May 10 BADGUY ADDED Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 28 Author Share Posted May 28 a look at whats available in the TrapsNTriggers module . and the red barrel is a working splodie , very entertaining Quote Link to comment Share on other sites More sharing options...
Code_Man Posted June 7 Share Posted June 7 Looks like fun, its nice to see you coming up with uses for static objects. I havent had time yet to make myself a set of template stuff that does things. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted June 12 Author Share Posted June 12 Code_Man , heres a link to the trapsNtriggres module . just hit the download button above the script should download the zip file . another thing is you might need to add the rigidShape datablock stuff to a module which already contains rigidShape datablocks like the bouncing boulder or physics cube as I think that executing rigidShapes datablocks from separate modules may be problematic . thats just the datablock your meshes/models can go whichever module just adjust your datablock to point to the models you need . trapsNtriggers module cool stuff you do want . have a nice day . https://github.com/Torque3DResources/trapsNTriggers/blob/main/scripts/server/traps.tscript#L157 Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 23 Author Share Posted July 23 (edited) hello all , j hope you're having a wonderful summer . the pic , the terrain , a 8 bit jpg thumnail of some srtm dataset , (actually , a very specific location for which only this 1 data set was available) , thanks a lot Earth Explorer ! , imported to WorldMachine (free version , no less) , an erosion device and a perlin noise device . then i exported a 16 bit png anyway then straight to T3D . same heightmap set to .25 square size . Edited July 23 by fLUnKnhaXYU Quote Link to comment Share on other sites More sharing options...
Code_Man Posted August 3 Share Posted August 3 This looks very promising, im sure you got quite the blast on that new map, i just started updating terrain materials and seriously doing maps myself too. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 4 Author Share Posted August 4 truthfully , I do enjoy the natural appearance I got from the jpeg thumbnail . as a registered user of EarthExplorer you can download TIFFs and a couple geo stuff formats that play a lot nicer with world machine . I think the torque3D terrain is limited to 1024 height tho , not really totally sure . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 4 Author Share Posted August 4 I dont think this would be so very easy to sculpt . this heightmap image still has a lot of grayscale range to explore . MUAHAHAHAHAHAHAHAHAH ! ver kewl yes ? the terrain , 1024 resolution 32 square size , so even more possibilities ! Quote Link to comment Share on other sites More sharing options...
Code_Man Posted August 9 Share Posted August 9 This sounds very interesting, maybe elaborate on that more in detail. Looking from the pictures it doesnt seem like you are using stock t3d terrain materials, i just switched to 1k textures with normals myself and it comes along nicely, but it will take a while for it to be good. I hope i get to release the new terrain materials sooner rather than later. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 12 Author Share Posted August 12 (edited) I really cant elaborate much . I need to try a few different approaches to using the JPEG and the TIFF . Im sure they have a lot to offer for a nice realistic terrain . The textures are the T3D ones in terrains/example folder , at least one (dirt_grass) has a little color edit . Looking forward to seeing your new materials . my fan went out on my gt 610 so nifty pics are temporarily delayed . Do have a wonderful day ! Edited August 12 by fLUnKnhaXYU Quote Link to comment Share on other sites More sharing options...
Code_Man Posted August 15 Share Posted August 15 I noticed the t3d default terrain textures are mostly a repaint of the base texture and 1024x1024 looks a lot better. Png is my prefered format since its almost usable everywhere and lossless unlike jpg, dunno bout tiff. Didnt get to work on stuff much, its hot as hell and having this thing radiate on me doesnt help. You could do well with some props, same for me btw, but its looking pretty good so far. I havent really used any terrain sizes other than 4096x4096, i think which is a pretty good base size for red alert map remakes. Bummer bout your hardware, but this heat sure messes with stuff and luckly things are more available these days. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 16 Author Share Posted August 16 these are some 512 terrain tile images . I was mainly interested in and thrilled by the real world height map image . this one is a little over 3k squared and Id like to upscale it when I can but Im limited to GIMP 2.8 and I dont think its famous for upscaling . yea , and I might be wrong . right now I think its a 2048 . but , yes , higher resolutions on the bucket list . from the internet - What is TIFF file format used for? A TIFF file is a type of raster image format (or bitmap format) that typically uses lossless compression to store images. This format is popular among photographers and graphic designers because it can store high-quality images while preserving detail and colour. and you know what ? those props and things kinda give me what I think is referred to as writers block . My environmental artistry is a little slow in developing to a satisfying level . shook the dust out of the fan , tucked its little wire out of its way and its good as new . (I hope) . saved me 99 cents keep you some good ol' H20 . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 20 Author Share Posted August 20 4096 height map ! its actually upscaled from 3601 x 3601 with GIMP , square size is 8 . I could've tried to get a little whiter grays for the highest parts etc etc etc . the terrain tiles are a bit of 512 , 1024 , 2048 mixed lot of images so if someone understands the implications concerning the "texture settings" I'd be interested in partaking of your vast knowledge . anyhow you can see the little forge man lower center of image . have a nice day . FYI : SRTM (shuttle radar topology mission)data of an area of the Grand Canyon in Nevada (you know , where Las Vegas is , never been there tho so , I cant say that it brings back any happy memories , can you ?). Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 26 Author Share Posted August 26 (edited) most recent tolerble ol' 'ornery Gran Can attempt . this is just the earth explorer image with a little GIMP adjustments (color/auto/normalize and/or stretch) and a little rescale to 4096 , tiff2PNG , to Torque3D , I think the square size is 12 . seems a little tedious to get it much better with my current "pipeline" and the current 1024 height limitation but this is a pretty excessive scene I think . THANK YOU AND HAVE A NICE DAY Edited August 26 by fLUnKnhaXYU Quote Link to comment Share on other sites More sharing options...
Code_Man Posted August 28 Share Posted August 28 Those last two look quite amazing, its hard to tell how good from the small image, but the last one looks pretty amazing even in low resolution. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 29 Author Share Posted August 29 thank you for the encouragement boost Code_Man . the textures are T3D FPS demo art like "mars" and are 512 x 512 . I want to use the SRTM image in some manner that minimizes the need to increase the tile size , I think . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 1 Author Share Posted September 1 (edited) NEW BOSS! modeled with MakeHuman 1.1 and used the current community Asset packs for clothes , skins , hair . They have nice new projects underway for the slightly more computerly empowered . GIMP 2.8 for some slight color alteration . then straight to T3D 4.01 the binary . I am thinking about having this creature morph into like a big ol' cowboy after sunset . edit : so sorry , forgot to credit my Blender 2.83 LTS for various little tasks , detail nodes , bounds , any slight , or otherwise , alteration to the model , any or all . TY have nice day . Edited September 1 by fLUnKnhaXYU Quote Link to comment Share on other sites More sharing options...
Code_Man Posted September 2 Share Posted September 2 This looks too awesome, you sure are king in the character department. You should upload higher res images, it looks so amazing i wonder how it looks up close. This looks too nice you should post more of it. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 3 Author Share Posted September 3 thanks very much for the good comments . character creation is fun creative and entertaining . This is the same model edited with blender , the face mesh slightly altered and the hair mesh more heavily altered . blender makes it very easy and makeHuman makes making the models almost effortless . the ORMs will be made with Materialize , thank you Code_Man and I hope that you have a good day Sir . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted Wednesday at 05:05 AM Author Share Posted Wednesday at 05:05 AM 2304 sq km of "real world" picturesqueness . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted Thursday at 01:30 AM Author Share Posted Thursday at 01:30 AM this has a quik and silent ORM made in GIMP 's RGB channels . it's a little tedious but gives you a lot of control by selecting colors on the base color or detail maps the adjusting the color - levels. if you try it at home , and I URGE you , just keep an eye on the channel/s you have selected or you'll make unintended changes that may require a little BooHooing to remedy . Quote Link to comment Share on other sites More sharing options...
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