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saindd

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Posts posted by saindd

  1. My biggest problem so far is that Torque insists on using it's own libraries, instead of relying on the ones provided by Emscripten (SDL, jpeg, etc.).


    How can i effectively disable the inclusion of those?

  2. Following the work of CuppaDev on porting T2D to the web, i have decided to give T3D a shot. Unfortunately, it's been a dependency hell so far. Most problems arise from Windows-specific dependencies, such as DirectX and PhysX. What are the correct defines for compiling to UNIX platforms? Where i can find most compile-time library defines to disable everything, just to try the build?

  3. The Player class expects a model that uses the 3DS MAX Biped naming convention more or less. You can rig your player models (or other models) in any way you like, but certain bones are expected to have particular names.


    Once your model is rigged just export it to COLLADA and then get it imported. Someone posted a basic walkthrough on that somewhere on the old GG forums if I recall....


    So, I guess actually the answer is "NO," you cannot create new models purely in script - you have to use a modelling application to make and export them. But switching between models is done in script.

     

    This is what i'm talking about. What are the required bone names?

  4. I'm working on some background mountains, so, what is less expensive for the T3D engine? Using low poly mesh for the background mountains, or creating a terrain from the heightmap? In Unity, for example, it's the mesh. UDK, however, is the heightmap.

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