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  1. What's new in this game
  2. Wow, that's quite a resource! Thanks for that one as well.
  3. No problem, the Phantom Games Development Packs has a few things that may help also. Tracer's and Missles. Link from John3's is down. here it is https://drive.google.com/open?id=10WJryl74Grn5akH85U7VAYysKSUePS9M
  4. Cool, good idea re: the ribbons, thanks @Jason Campbell!
  5. Pretty cool chris. Looking good. For the rockets, you could use Steve's ribbon projectile resource to make a cool smoke trail. https://forums.torque3d.org/viewtopic.php?t=35
  6. Well then stick with the terrain, using a terrain generator is not only about making a new terrain, but it will get you better textures also. To make it short avoid using blank textures that are also in the wrong color, make at least some variation and put correct colors. With weapon effects I cannot really help, all you can do is try find some free sounds and use some particles that are already close to what you need and then modify them within Torque until they fit your needs. The weapons in my game only use sound+light+smoke+camerashake so there is not really an effect that does the shot, just SFX that make you feel a shot is fired. Muzzle flashes in default Torque3D are done by an animated texture that is part of the weapon model, that was too complicated for me so I skipped it.
  7. Well this is weird, do forum posts have to get reviewed before publishing now? I have a reply waiting but it is not publishing...
  8. Thanks, Duion! Hehe, sorry about the flying sandbags, they've since been fixed, they were placed at terrain height in an earlier rendition and then the ground changed under them. :-) The textures could certainly use an overhaul, no argument there. I can't replace the terrain itself, as in the heights, because I need to stay matched to what FlightGear has so my heli can still land on the ground. However, what I can do is replace the current FG terrain for this area with some higher res height data, this was built off of 30m height data and I have access to 10m height data, which should help a lot. I hope it fixes the river, because the biggest problem right now is the Willamette River in FG overflows its banks and knocks out several blocks of downtown on its west side. That's what those empty blocks are on the right side of the picture, because the osm2city tool I used to generate the buildings wouldn't put them in the water. One thing I could really use some help on is the weapons effects - I haven't done a lot of really high grade work with Torque particle systems, I guess I should go through the AFX stuff and see if anything pops out. The biggest issue right now is the machine guns, I have an attempt at a rocket, but my machine guns are just a raycast and a particle effect where they hit, I really need a falling stream of bullets/tracers. I'm thinking about trying to do that with PhysX but I'm open to suggestions. I need collision detection where they land so I'm not sure I can do it with particles.
  9. This is already far beyond 2001 Counterstrike quality, you could not have such big levels back then. From the distance the city is already relatively convincing, if you now maybe use a terrain generator and use some proper textures, it will look very realistic. Should only take you a couple of days to get used to generating nice looking terrains in a terrain generator of your choice, I use L3DT since it is free, but there are better proprietary ones. PS: Why are the sandbags flying in the air?
  10. http://chriscalef.com/files/downtown_with_roads_banner.jpg Well, hello again! It's been quite some time since I've been by these parts, but I thought it was a good time, because I am currently deep into the process of making My First Game in Torque! (At least, the first game that is all mine, and is a serious, intent-on-publishing-come-hell-or-high-water sort of project.) I'm posting this in the Megamotion section because it comes directly out of my Megamotion project, which is sadly mothballed at the moment, except for this game. http://chriscalef.com/files/helicopter_shot_01.jpg The game is a helicopter combat flight sim based on a fictional invasion of the West Coast by a combined force of Russian and Chinese troops. As the player, you are a third rate rookie Russian helicopter pilot, who is being called up now because everybody better than you is dead. Your task is to drive the rebel forces from your side of the river, and then pursue them and destroy their base on the other side. The hardest part of the game (and it's going to be quite difficult, sad to say) is flying the helicopter, because it is a fully simulated Kamov Ka50 gunship and no helicopter is easy to fly, they basically want to turn over and kill you the second you let down your guard for a moment. You need a joystick (and a windows box) to play this, but if anybody here has a joystick with twist-rudder, or rudder pedals, and wants to join my playtest pool, you will definitely get free copies for life and my eternal gratitude. :P The building heights and the textures are all fixed now, to the level of 2001 Counterstrike that you can see in the images anyway :lol: but here is a video of me flying around during the city building process. The small window on the right is FlightGear, which is running alongside Torque and providing the helicopter flight dynamics. The big breakthrough of the past couple of months was being able to make a FlightGear build which can go "headless" and therefore not be visible to the end user, but for debug / demonstration mode I keep it visible. Credit: thank you @Duion for the sandbag nests, I sniped those from Uebergame. :)
  11. Just gotta pair it up with feeding in google maps and VR and you could sell virtual flight sim tickets as the pilot! :P
  12. Thanks Jeff! I highly recommend playing around with FlightGear, although I think it's safe to say they have emphasized realism over usability, at least for the casual gamer. Which is to say, it's taken me months to get to the point that I could reliably hover the thing, let alone point the guns at anybody. :lol: So I probably won't have a best seller game on my hands here, even though it's fun as hell once you start getting the hang of it. :geek: But it does make for some heckin realistic chopper antics, e.g. for a movie involving attack helicopters. Maybe when all is said and done I'll be able to rent out my mad skillz as a virtual pilot. 8-)
  13. That's really cool. I haven't used FlightGear, but I do know that helicopter mechanics/controls are notoriously hard to get right between usability and realism. Current results look pretty sweet! You're a pretty good shot with those rockets.
  14. Lol, nice ROFL copter Steve! :-) Thanks Jason! I can't claim credit for the flight dynamics, it's FlightGear actually running the machine, but I'll take credit for piping the output into Torque and hooking up the weaponry. :twisted:
  15. Nice work. That is a convincing helicopter. Controls look great.
  16. Just thought I'd pop in and say hi. The past few months have involved some significant life changes and career moves that put the Megamotion project on temporary back burner status, but there are signs of life showing. In the meantime my main interaction with it has been flying practice. I did spend a few cycles recently on particle effects, so you can actually see the rockets and machine guns. Rules: hover the Ka50 over the fuel cans for a certain amount of time, then fly around the factories, and then come back and kill all the humans as quickly as possible, and land on the last one. This match thrown off by the unexpected disappearance of the last two runners.
  17. Ah, right, I was trying to use quotes and then I ran out of mental bandwidth, lol. Knew it was something like that. Re: the crippleware, yeah, I know... Still not sure of the best way to deal with that, I don't want to spend half my life trying to secure a trial version but on the other hand I could probably just get by with a simple date check or something and still scoop up the 99% of potential customers who aren't hackers (who probably aren't going to buy a license anyway). Suggestions welcome. With Ecstasy Motion we went with IntelliProtector, and they actually worked out relatively well for us, but I really don't want some Russian black box third party to be running my whole show this time around, just on principle, I'd rather lose a few licenses than expose my customers to unknowns like that.
  18. Ahaha, oh geeze ;) Still, this all looks pretty rad :) I'll need to grab a license for it in the near future here. Also, for the url stuff, you can do it like this: [url=http://www.google.com]Da Googles[/url] And it'll look like Da Googles
  19. Well, in my established tradition of sneaking out soft launches to my infinitesimal market of T3D homies before it's actually ready for the mainstream, I present to you, Megamotion 2018! http://megamotionsoftware.com/files/mm_public_w_CMU.zip (Still Windows only, sorry!) That file is the crippleware version, which means only that it doesn't export BVH. It is not time limited and you can use it all day long for dsq purposes - consider that my little gift back to the Torque community. 8-) But if you actually do use it, please consider buying a license. Unfortunately, unless I get it fixed this afternoon, you might have to contact me directly to download your fully working version, because my WordPress Download Manager plugin seems to be throttling my speed to the point that it doesn't work at all... even though I radically increased the setting labeled "download speed", so... :evil: But anyway, like I said, soft launch, really more of a QA release than anything else - it's still very much rubber bands and bailing twine, which is why it's on sale for $99 instead of $299. But should you be so inclined, a license can be purchased using paypal at this link: http://megamotionsoftware.com/download/megamotion-full-version-indie-license/ If you're interested, here is my latest writeup on it. (Sorry, forgot how to use these URL tags properly.) http://megamotionsoftware.com/files/megamotion.html Try not to laugh too hard, the fact that it works at all is a minor miracle. :lol: Now if I can just get beyond the programmer art phase... Oh, last but not least, I'm giving you guys the direct link to the file, because of the aforementioned download problem, but I'm not sure how to find my server logs on dreamhost and I don't have any other way to know how many people have looked at it, so if you do happen to get so far as to download and open it up, please comment here letting me know you grabbed it and whether or not it ran. Thanks!!
  20. Thanks, and thanks!! castDynamicShadows did the trick! (And that's a damn nice thing to know about.)
  21. Is castDynamicShadows = true; set for the material on the rotor and helicopter? If not, that's probably the problem. Looking great btw.
  22. What, did somebody mention herding a crowd of virtual humans with a helicopter? In other news, pretty sure I'm going to hell. EDIT: Btw, does anyone have any suggestions for increasing the update rate on the shadows? I would be very happy to devote a few more cycles to smooth moving shadows, given how sharp they are on everything but the time axis. I took a look around in the engine a few days ago but quickly got overwhelmed doing a Find in Files for "shadow". :-) Figured I should ask around here first. All the shapes you see casting shadows are PhysicsShapes.
  23. Thanks Timmy! More good times: Almost to the point of herding a crowd of virtual humans around the level with my attack helicopter. Does this make me a bad person? :twisted:
  24. Ha, not a bad idea, lol. But anyway, first attempt here. Still needs work on rotation speed and transparency.

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