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MegaMotion

Engine

Torque3D

Type

Software
  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
  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 he
  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
  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 d
  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
  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
  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 ge
  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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