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Azaezel

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Posts posted by Azaezel

  1. 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.

  2. 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.

  3. Honestly, what I'd do is hack into something like

    https://github.com/GarageGames/Torque3D/blob/2044b2691e1a29fa65d1bdd163f0d834995433ce/Engine/source/materials/processedShaderMaterial.cpp#L887

    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.

  4. 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.

  5. 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.

  6. 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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