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saindd

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Everything posted by saindd

  1. I've noticed that there is a lot of hardcoded stuff in player.cpp. Is it possible to create a completely new TP and FP player models with only script changes?
  2. I'm trying to replace the old mesh-based muzzle flash code with a particle-based one. How can i instance and control particles from scripts?
  3. The built-in T3D function Player::getDamageLocation() is responsible for detecting the vertical position of the hit based on the player model bounding box and deciding if it was a head, body or leg shot. However, i have a few questions about the feature: How does it handle near-misses? Does it check the bounding box and then the model? What if i hit a bullet next to ear, but miss it by inches? Will it still hit, like old 2D games and square bounding boxes? What about crouching and proning? How does it handle it? Is there a more modern way of detecting hits in T3D? Like, having several different physics colliders attached to the player, so we can detect a proper arm/leg shot, head, throat, lower body, upper body, etc. In Unity, we can parent physics colliders to bones, and then, bone-based damage. Can we get the nearest bone name during a raycast? The bone acting on that vertex/face?
  4. I've noticed that, depending on the size of the terrain, it gets cutout when rendering. Where i can configure the view-distance? Can i enable some kind of fog, to enable huge terrains? Also, in my game, the spawn routine consists of the player jumping of a plane that's flying in circles above the terrain. It's actually a plane model in a path, moving around, above the terrain. I don't want to teleport the player or move between scenes because it's a MP game and would defeat the idea. This is a huge problem with the view distance. Any ideas how to fix it?
  5. How did you do the water foam next to the beach?
  6. saindd

    TF2 shader

    Is there a version for each driver for all the included shaders? Or is there an intermediate language?
  7. saindd

    TF2 shader

    Has anyone attempted something similar to this? http://wiki.unity3d.com/index.php/TeamFortress2Shader How easy to edit are T3D shaders? Are they GLSL?
  8. I've noticed this issue on the repository after looking in the GG forums about adding a camera displacement when you're shooting a weapon: https://github.com/GarageGames/Torque3D/issues/1016 Has it been integrated in 3.6 or 3.7 only?
  9. Has it been integrated into the engine in the 3.7 beta? Or is it still pending? I'm thinking about using the AIPlayer with this: http://www.garagegames.com/community/resources/view/21604 And create some multiplayer bots.
  10. Thanks a lot for the help guys. It's nothing really serious, or a huge problem with the Full code itself, but it's just that i think that i'll spend more time trying to make things work in the existing code, rather than building myself. There's a lot of hardcoded stuff in the animation/skeleton parts, and the player class as well. Since my model and animations are completely different, it's being a huge pain. For example: i broke the upperbody rotation when aiming and caused the engine to crash. I tried to fix that by changing the bone names and so on, but no luck.
  11. Check the screenshot that i posted. You can see the triangles in the terrain, as if the smoothing groups were off. Also, some terrain edges are very hard, with the triangles showing a lot. I'll create the same terrain in another engine and see if it can be a problem with the source heightmap.
  12. The bigger brush doesn't help either, the large triangles just get smaller and detail is lost in the process. I guess WorldMachine isn't doing a good job for T3D as it was for more modern engines, like UDK. Do you guys recommend any other application, capable of generating good terrain for T3D?
  13. Not adding triangles, i expressed myself badly. I mean the smooth tool: when i apply it to the terrain, i get an even worse look, with lot's of unaligned triangles in the terrain and bad shadowing. Not really smoothing the damn thing. I'm pretty sure this is a resolution problem, but still, i'm using a 2048x2048 heightmap with 1 meter per pixel config. Should i be using 4092 instead? Will it work outside 64-bit builds?
  14. The full template is giving me so many headaches lately, that i decided to start from scratch. The code that handles player model animations, as well FP animations, is pure hell and turned into a nightmare when i tried to integrate my models (with custom bones, anims, etc.). Is there a version of T3D with just the editors and a bare-minimum code (rain, clouds, etc.)?
  15. How can you increase terrain resolution? Or the shadow resolution? When i try to smooth the terrain, the tools end up adding even more triangles, with terrible shadowing results.
  16. Not only the texture, but look at the triangles. The generated mesh is very low poly.
  17. I have exported a 2048x2048 PNG heightmap from WorldMachine and also a splatmap. However, the terrain looks like crap: http://imgur.com/m8QAmNx Any ideas?
  18. I'm curious about your pipeline with WorldMachine. I'm currently using this macro to export my splatmaps: http://www.world-machine.com/library/index.php?entry=73&type=0&sort=recent&focus=1 However, my terrains look like shit with a lot of patterns in the textures, even when using details. How do you guys make such nice terrains (that i see i many T3D screens)? :)
  19. How is the muzzle placed? Is there a bone or something?
  20. Has anyone implemented the classic aim down the sights behavior in T3D? It's default behavior is just to zoom the camera and i was curious about how to use the FP animation in there.
  21. What do you guys think about setting up a Patreon page for the T3D steering comitee? This way, all the involved members can use the money to fund the project, support members who want to go full-time or buy any other stuff for dev (DK2, videocards, etc). I would love to donate monthly to the project.
  22. This book is very good! :mrgreen:
  23. I went through the FPS tutorial by GarageGames but i wasn't able to find any docs on enemy AI. I wanted something very simple: a zombie that follows the player and melee attacks him. Do i have to generate a navmesh, like in Unity, or is it pure, using A*? Is there something built into the engine for this? Also, how do i make the AI networked? So another player in the server can also kill him.
  24. Also: does Torque suffer from http://en.wikipedia.org/wiki/Bunny_hopping? I wanted to implement this "bug" on my player pawn. :D
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