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About Azaezel

  • Birthday 04/16/1980

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  1. https://github.com/TorqueGameEngines/Torque3D/blob/b6a1acabf813e93979d2feb1f5982bd4f3126e76/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L949 vs https://github.com/TorqueGameEngines/Torque3D/blob/b6a1acabf813e93979d2feb1f5982bd4f3126e76/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L951
  2. Should be a writeup.... some time this week or so (looot of notes) but yeah, focus of late has been finalizing the asset workflow by way of a 3.x to 4.0 wizard, among other things.
  3. Only thing I can really suggest at the moment is looking into https://github.com/TorqueGameEngines/Torque3D/blob/b6a1acabf813e93979d2feb1f5982bd4f3126e76/Engine/source/T3D/camera.cpp#L1862 .
  4. Having a bit of a difficult time parsing what you're trying to go for... alter the camera mode? With or without also altering the steering so it doesn't conflict?
  5. As far as it goes, given the engines have always had source access as a feature, and the new module system was built with optional source inclusion as a feature, would say prebuilt as a given, but source mods allowed.
  6. So if we *are* talking a 2-7 day jam, probably a good idea to have a prefab set of asset collections folks can draw from. Knocks the 'did/didn't they do the art in 2 days' question right on the head. May also want to knock out a couple more modules for starting places/ utilities to get the juices flowing.
  7. Should be generating a proper one as of a couple days ago, though might be more bits we overlooked
  8. So to answer the question in a way that lets ya keep going if you want: tscript is there so it doesn't conflict with the .cs c# extension since that is in the process of being added, and we now allow modules to include source files that get compiled in with a second cmake run after running the install sub-project once to shove those in place in the <project>/data/ directory. (not to mention we kept running into new users that were confused why their .cs files weren't compiling) in keeping with that, one of the things done was to alter exec (and the new queueExec for multi-module interop processing) so that it no longer needs to take explicit extensions, but will bolt on the desired extension. (it'll still take one, but the example set https://github.com/Torque3DResources/FPSGameplay for instance already dropped it so things play nice script-side regardless of extension picked. Though you would have to batch rename the files if you really, really wanted your own personalized extension) Of note: https://github.com/TorqueGameEngines/Torque3D/pull/477
  9. 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.
  10. 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.
  11. The file https://github.com/Azaezel/modelExperiments/blob/master/Detail_Convert.sbs How it's made Usage Ingame/output usage example
  12. https://github.com/TorqueGameEngines/Torque3D was a relatively recent swap over, so can see why that wouldn't turn on up. twitter torque3d in google brings up this end 'Get involved' - left a love note to get that link fixed 'Goes to features list and' - it's a fair critique. We do tend to err on the side of 'ok, have we *really* run out of ways to beat this up for general use' before we consider stickin it on a feature list since making the promise something will be in if it aint already is a good recipe for worse will than just not listing it. 'No updates -> PAGE' - what kind of thing would *you* be eyeballing?
  13. This with directx, or opengl? As was stated multiple times in jeffs workblog, you need a minimum of a skylight to have ibl, and at time of writing, saving the files is dx only. (working on fixing that)
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