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saindd

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Posts posted by saindd

  1. That only changes the detail texture size and how it's distributed. I'm talking about the terrible resolution between the blends there, look at the area between dark and bright textures. No matter which brush i use to try to "cleanup" after the splatmap import, it's just painting some ugly polys.

  2. I'm importing a 2048x2048 splatmap texture from World Machine when creating my terrain and associating terrain materials with each channel from the splatmap. It works fine, but the resolution of the painted layers is very very crappy. For example:


    http://i.imgur.com/kdL3qNI.png


    Is this related to the brush resolution in Torque? How can i tweak this?

  3. I've noticed that in the editor, the particles only support simple textures. Apparently, there's no support for materials, so i can't use normal-mapped bullet-holes or other effects with different specularity/normals, etc. Not even animated particles.


    Is there a way to circumvent this?

  4. Since i have limited animation skills, i'm trying to create more with less. I've decided to take David Rosen's approach to animation, but i'm starting with something really simple and not that complex. Basically, i've made 3 keyframes, with the character posed in what is going to be the running animation. I have the keyframes imported successfully in Torque, but i have no idea how to blend between then during the run state. The current character code only plays an existing animation sequence, and i'm trying to build a sequence in runtime, based on the poses i have set.


    I've studied the Blends feature, but it seems like a solution to blend between animation sequences, so the player can smoothly go from Jumping to Running, for example. Could it be used for this purpose? Or maybe that's a task for the Threads feature?

  5. 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.

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