Azaezel
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Posts posted by Azaezel
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No. I'm on the road right now, always on the move. :) I will double check if everything gets initialized properly. I basically looked at how WindDeform and Visibility do it. Is there a way to Debug the Shaders through Torque?
Through torque itself no, though (except for Macs. Because Apple.) If there's an error, you should get console spew if for whatever reason a generated shader is non-compiling. If it's tacking the code-inserts on right, I'd look to the variable pass-along chain.
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Only working in debug sounds like somethings not getting initialized properly. Got a fork up to look it over?
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Did a little poking http://imgur.com/a/SddS8 kinda limited by the 512 demo restriction... What's your meters per pixel import wise?
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Were you expecting it to be a single value, and not 2 controls (reflectivity aka metalness and smoothness/roughness aka bluriness)? That's the only takeaway I'm getting from tossing up that line of balls and not a grid without some elaboration...
Also for what it's worth, re-comparing AO at least did show a miscalc, which just got corrected.
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PR updated with script alts. *thiiiink* I caught em all, if someone would be so kind as to run a spot-check.
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Appreciate it. Been all over the place lately. Among other things.
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Not offhand, but then, I've stuck to the regular full directory most times and thrown AFX bits in per-project... could be a script ref change... will poke as time allows... Which directory did you try as your baseline?
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https://github.com/faustlogic/Torque3D-plus-AFX/pull/1 make no promises other than it compiles.
Does not function. Was removed in devhead. That's why that played up.Also I notice Jeff had missed a few code comments so shockWaveData wasn't covered in his port, but it was easy to fix those errors. -
Should note the main point of that particular model was the eydroppable grid http://i.imgur.com/F5o7Bx0.png as a quickie analogue for http://polycount.com/discussion/comment/2096031/#Comment_2096031 so if the wood is crap, by all means blame me for being a bad artist. if the *balls* look off, then yeah, that'll be a code flaw.
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Would https://github.com/GarageGames/Torque3D/pull/565 help, you think?
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Added a further demonstration/assistance model for artists that are unfamiliar with the system:
http://i.imgur.com/3xf3yht.jpg
http://i.imgur.com/t8SK6qg.jpg
Smoothness is X, metalness is Y.
Edit: forgot AO:
http://i.imgur.com/m6gC7vf.jpg
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Honestly, what I'd do is hack into something like
with
https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7
The per-instance material damage in the vid was an older version that used that mMaterialDamage being passed around to modify the pre-existing detail feature alpha blend, for instance. So in your case...
https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7#diff-ee63be9e1180cd38f5b10d798839b5f1R2604 would be something along the lines of rdata.setMaterialSpeed(getVelocity().len());
https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7#diff-8c164601ef835960f8dd7a4931f78792R161 for you setMaterialSpeed definitions
https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7#diff-5507520a39aa2d8c9d489a38d0d85565R215 + https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7#diff-1edd3e647b9fb79d7c959cd66c077883R37 + https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7#diff-e344db6d2836ae639d06783f2388d090R175 for your glue code
probably will need to alt https://github.com/GarageGames/Torque3D/blob/2044b2691e1a29fa65d1bdd163f0d834995433ce/Engine/source/materials/processedShaderMaterial.cpp#L783 to pass the sgData along so you can do the equivalent of https://github.com/Azaezel/Torque3D/commit/178703f19a601c3ca370514930ef6e39fa405ba7#diff-b7123dc2958b63669f99f0cd9ee534a5R1240 for your offset multiplier. (also probably want to add a flag to materials that conrols whether or not they're multiplied by velocity so you don't end up grinding the rest to a halt)
Edit: further reading: http://wiki.torque3d.org/coder:extending-the-torque3d-material-system probably does a much better job of handling the whys.
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linearization turned over https://github.com/GarageGames/Torque3D/pull/1461
there will be conflicts once that's rolled in to head. will resolve those as the issue arises.
also fixed the accumulation textures: http://imgur.com/a/K39yq
in addition, working with timmy to roll in dx11 https://github.com/Azaezel/Torque3D/tree/PBRDX11 cleaned up findings will be backported to the main working branch.
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Probably not. it was after all intended to be a bridge step for the entity component phase. Won't be removing it from hosting though if folks wanna snag it and tinker.
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It's a bit counterintuative but the left/right top/bottom bit refers to the space added or subtracted when resized.
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If you're building 64 bit aps, the O/S needs to be 64 bit. yes.
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There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/
You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.
@LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.
For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks.
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I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested.
Nah, just cranks a few values up like so: http://imgur.com/a/z0Dzw fars an animation goes... not stock. though I'll note there are bits and bobs of the material features laying around to turn a horizontal strip into a frame by frame flipbook as it were.
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Kinda stalled out on the query thing, so took a breather and started comparing deferred to the upcomming dx11 work.
One of the nastier conflict-points was the linearization step, so rewrote that for clarity. Now defines a toLinear and toGamma method that runs after texture loading for diffuses/albedos, instead of taking it's place in shadergen (and water).
Also cooked up a substance converter for the solider (still wip, but should give folks ideas), and cleaned up that fouled stone material. (Also rolled in the two submitted forks from the above thread)
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Threw a different hardware spec at it from one of the mac users in my own crew, and she played up until we killed off https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs#L46-L52 so the focus-point will likely be around https://github.com/GarageGames/Torque3D/blob/2044b2691e1a29fa65d1bdd163f0d834995433ce/Engine/source/gfx/gl/gfxGLStateBlock.cpp#L142-L149 or so.
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To be a bit clearer there, we've isolated it down to a non-default setting https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs#L27-L52 being misinterpreted. still need to track it a bit more for a proper fix. Also need to hunt down terrain detail blending going a bit pearshaped looks like. (which may very well be stateblock based as well, for that matter.)
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edited the above. had the wrong link for hutch's specular/lightcolor/specularmap test (the first two reference lightinfo, the third, the upcomming tertiary rendertarget, matinfo. apologies for the confusion.)

can we have a more detailed roadmap?
in General
Posted
I'll simply say that I at least do not find further scattering of information a road to efficiency in any way shape or form, and ask:
What additional data is lacking in https://github.com/GarageGames/Torque3D/milestones that you are looking for, exactly?