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saindd

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Everything posted by saindd

  1. Can we manipulate bones via TorqueScript? I mean, just move the bone or change it's angle.
  2. In T3D, how difficult it is to change a simple diffuse texture into a material? https://github.com/GarageGames/Torque3D/blob/8253bcc343d682223efc20c58f4c0bd44fd07c5f/Engine/source/environment/waterObject.cpp#L762 I mean... setTexture accepts a material instance, maybe?
  3. So, both Basic Cloud and Advanced Cloud objects have a very simplistic image texture being used for it's layers. I've been using Gimp's simplex noise to create the cloud textures, but i'm sure it would be much more interesting to have a procedurally generated texture. Since generating clouds is very simple and involves just basic algorithms that can be found in libnoise, the though part comes in the actual integration of the noises generated by libnoise and Torque's textures. Is it possible to create a dynamic Texture object in Torque, based on the 2D noise samples generated by libnoise? Maybe a way to construct the object based on a byte array, instead of a file? The BasicClouds class accepts a string filename, and all maps in the Material class as well.
  4. Can sequence animations be used with particles? As for the foam, i'm not referring to the one that appears when the player hits the water, but also the one when water touches the terrain (e.g: beach).
  5. Is the default water foam effect controlled by a texture or a particle effect? Would it be possible to replace it with an animated particle effect, using an atlas? Something like this.
  6. saindd

    Reporting crashes

    I would like to bump this thread and hear a little more about the steering committee on how to help them properly as far as reporting crashes go. I've been having lot's of crashes when working with terrain and terrain materials in 3.8. How can i provide decent information for you guys? A console.log? Should i build a DEBUG version? Is there a specific report that i can send?
  7. Which texture format does Torque use for allowing the storage of HDR information? I'm trying to use a few HDR panoramas that i transformed into cubemaps, but PNG's are clearly not suitable for HDR data.
  8. You don't even know how to change some basic UI code and you want to make "your own engine"? Sounds like you want to create a branded version of Torque and sell it on Steam for a quick profit. Otherwise, if you just want to learn, make a skin and share it here. Don't be a dick.
  9. Yes, that's Torque's layout: http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Tutorials/images/SkyCubemapDone.jpg http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Tutorials/CreatingSky.html
  10. This is an example: http://wiki.polycount.com/w/images/7/73/Cubemap_Sorsele_humus.jpg http://www.f-lohmueller.de/pov_tut/backgrnd/im/CubeMappingWrapping_1d_64.gif The horizontal cross seems to be a standard. I'm able to export that from Bryce, Vue, Maya (with a few plugins) and also from cmftStudio, Lys and Cubegenmap. There's also the vertical cross, but seems to be used only by AMD's cubegenmap. However, in Torque, Left and Right, Front and Back, are rotated in a circular way to match the top and bottom textures. And i can't find an easy way to export that format from those applications. I'm having to do some heavy manual transformation in CC with lot's of trial and error: Swap R and L, rotate CCW, CW... now try another combination, and now another, and so on, until they match up. It sucks.
  11. BTW: the format is also incompatible with ATI's cubemapgen or the Nvidia converter as well. The vertical and horizontal cross maps don't work. I have to manually manipulate each and every texture to map Torque's, and even then, there are seams. :(
  12. I've noticed that Torque has a different format for cross skyboxes. This seems to be the standard for various engines (Unity, Shiva, C4, etc): http://www.terathon.com/wiki/images/0/05/BryceFig05.jpg However, if i use a Skybox in cross format with Torque, i have to rotate some textures (right, 90 ccw, left 90 cw, and invert the back one). And still, they don't seem to match. Is this a buggy behavior that was fixed in some resource at garagegames.com or, is it just like that?
  13. http://www.gamedev.net/blog/355/entry-2250155-why-you-shouldnt-be-making-an-mmo/
  14. What's shadergen? A built-in tool to create materials for T3D? Thanks a lot for the hard work guys!
  15. For reference: Unity uses 1 U = 1 m. Unreal uses 1 U = 1 cm. Unreal Tournament uses 1 U = 2 cm. CryEngine uses 1 U = 1 m.
  16. Here's the algorithm in detail: http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
  17. When i asked for Torque's default, i wanted to know the ratio used for default assets, like the car, characters, weapons, etc. I'm aware that you can create your own standard. IMHO, 1 unit = 1 cm is much more plausible for a game world. A meter is too much.
  18. Where i can find basic unit information for T3D? I'm having some problems setting up Maya to export stuff properly to T3D. I have to manually re-scale everything everytime. :(
  19. I'm trying to achieve this effect that you guys can observe in this video at 27m32s: The texture blending is not a gradient, but uses the height information from one material into another. Is this possible in T3D?
  20. I thought the mesh-based road could be replaced by a custom model. We can only change the texture, then? I'll try to make a small script to at least change the texture, based on a raycast going down, so i can discover if it's high enough and apply a "bridge" texture. Later i can learn how to do meshes... seems complex!
  21. Each individual material has a lightmap entry? That seems odd.
  22. This? https://github.com/GarageGames/Torque3D/blob/c152ae86f3f09b3c1d736954b352723d274582f1/Engine/source/materials/materialDefinition.cpp#L225
  23. Is it possible to automatically create bridges using the mesh road editor? Look at this: http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Editors/images/RoadDecal_setup.jpg Instead of just using the normal road mesh, use a bridge mesh.
  24. Wouldn't it be wiser to, instead of relying on a bounding box, rely on the skeleton information or a custom-made collision mesh? Like this, in Source engine: http://imgur.com/a/HLQFj
  25. Very nice and professional! Thanks!
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