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Everything posted by saindd
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Thanks a lot for the help! Really! :D
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http://www.garagegames.com/community/resources/view/20982
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I'm trying to create a weapon similar to this: I select the weapon and then i'm able to choose which item to place. Then, i can raycast and spawn the object on the raycast resulting vector. Right? This part is not so difficult. The difficult part is: how can i pre-render an object with a specific shader (semi-transparent, etc.) and then actually place it, running all it's logic? Also, how do i restrict where it can and cannot be placed (how do i detect if the model is overlapping another?)? What's the best way to do it? Also? How do i make it work in networking?
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I've seen a lot of resources on airplanes, but all of them were for TGEA or old T3D and simply don't work anymore. Are there any examples of airplanes for T3D 3.6?
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I did saw the research and demos by Bill Vee on T3D and Polyvox, but since the engine already has terrain manipulation built-in, without voxels, i wanted to experiment doing those modifications instead. (which probably is just vertex displacement on a mesh, but where is it persisted to?)
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You can easily write one yourself using Google's Blockly: https://code.google.com/p/blockly/ Just write a TorqueScript exporter and a few custom blocks with code snippets.
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Oh, gee. I thought that kind of logic was decoupled from the engine. Any reason for that kind of code to be in the engine and not in scripts? Performance?
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Thanks a lot for the detailed help, andrewmac. It's a great start!
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Sorry, didn't notice this.
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Has anyone tried to modify the player class attributes regarding speed, friction, etc and make the gameplay to feel a bit more like Q3? I tried playing with the values a little bit, and comparing the movement side by side, but my T3D pawn seems to move either too fast or too jerky. Maybe i'm missing something? Has anyone tried to mimick other player controllers? Which techniques did you use?
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What are the main scripts that handle character animation in the default T3D game code? I'm planning to replace the default soldier with custom rig and animations made by me, but i find it hard to locate exactly where the game controls which, when and how the animations are played. The same applied for the first-person weapon models.
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Thanks for the tips, guys! :) Choosing the full template!
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Shouldn't it be simple, though? Since it's barebones? :P
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What is the best way to start a new project on the engine? The official, and old, FPS tutorials or this project by eightyeight? https://github.com/eightyeight/t3d-bones
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LukasPJ, what do you mean, adding another language on top of it? Is there some kind of "Adapter" for languages or multiple interpreters?
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I have noticed that you developed TorqueSense. Do you intend to add debugging?
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Basically, you render twice: once without the weapon and then with it. Then just merge, with the weapon being with high priority. So it doesn't go through walls.
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I have tried with Unity, since it's what i have here, and it worked well. I tried with open-source engines, like Sauerbraten and Darkplaces, and it also worked OK. I'm on Windows, btw. But, as you guys said, the problem is only on the unfocused window in T3D.
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So where the engine applies Bullet? Character controllers only? Is Bullet or PhysX even supported in networking? Regarding vehicles... they use some kind of custom physics code? Is it possible to replace the vehicles with bullet vehicles? How hard would that be? Is the code highly coupled?
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Is Bullet the default physics engine? Or is it PhysX? Do the vehicles use the Bullet code for vehicles or a custom one? How can we compile the engine with Bullet support?
