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saindd

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Posts posted by saindd

  1. Has anyone implemented IK & FK inside T3D? I've been searching the old forums and the TDN, but i wasn't able to find any docs, samples or anything. It would be really useful for snapping the players hands to the weapons or items he's using. Kinda like Final IK in Unity.

  2. Although the realtime lighting in T3D looks OK, it really shows some age compared to other open-source rendering engines like Ogre and Panda. This could be "easily" fixed by introducing lightmapping, instead of refactoring the engine into supporting a modern approach like PBR and realtime GI (as seen in Tesseract).


    Right now, i'm lightmapping my scenes in Blender. This has the disadvantage that i have to build all the scenes in Blender and export everything as a single mesh. And i can't use terrains. Is there any plans of adding a lightmapping solution to T3D? Maybe using an open-source offline rendering solution like:


    https://github.com/tunabrain/tungsten

    http://www.mitsuba-renderer.org/

  3. I remade the weapon skeleton and animations as well, both for arms and weapon models. The originals also had terrible issues.


    Just to give you an idea of how buggy it is: i bought the art packs from GarageGames and used the source MAX files to export everything back to the engine again, with no changes at all. Bugs everywhere: wrong animations, bone issues, etc. What a mess.

  4. That's nice, thanks! In order to display the transparent version of the mesh, should i just apply a different material and, if the user clicks, apply another? Also, how can i efficiently do this without killing memory? I intend to spawn the TSStatic at the raycastPos and remove it soon after the mouse moves and just not remove it once the player clicks.

  5. I've been working with World Machine for a while and i'm producing some quite useful masks for my terrains: grass, bush and tree masks, as well rock masks. Those masks are really useful because not only they are precise, they speed up the workflow.


    Is it possible to import a mask into the Forest tool or the object placement tool and place whatever object i configure to be randomly placed following the mask data (blacker = less items)? If not, how would you guys approach this? With a shader? Right now, i'm using the mask as a diffuse terrain texture and manually placing stuff. Which is AWFUL.

  6. Yeah, the problem only happens in Torque. I have tried Unity and Unreal and there are no "strange triangles" in the terrain. I'm almost sure this is a resolution problem. Maybe the terrain computing a wrong LOD for the current camera?

  7. How can we properly report engine crashes? Should we record a video with the steps? Or just a console.log and a few breadcrumbs on how to reproduce it?

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