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Posts posted by saindd
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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?
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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?
- 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?
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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?
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How did you do the water foam next to the beach?
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Is there a version for each driver for all the included shaders? Or is there an intermediate language?
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Has anyone attempted something similar to this? http://wiki.unity3d.com/index.php/TeamFortress2Shader
How easy to edit are T3D shaders? Are they GLSL?
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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?
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Thanks a lot. ;)
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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.
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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.
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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.
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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?
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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?
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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.)?
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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.
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Not only the texture, but look at the triangles. The generated mesh is very low poly.
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I have exported a 2048x2048 PNG heightmap from WorldMachine and also a splatmap. However, the terrain looks like crap:
Any ideas?
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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)? :)
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How is the muzzle placed? Is there a bone or something?
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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.
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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.
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This book is very good! :mrgreen:
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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.
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Also: does Torque suffer from http://en.wikipedia.org/wiki/Bunny_hopping? I wanted to implement this "bug" on my player pawn. :D

Replace TP and FP player models with only scripting?
in TorqueScript
Posted
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?