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Everything posted by MilkywayM16

  1. Thanks for replying Nils! This could be enough to satisfy, I'll try it out.
  2. Hey guys, I've found that the default scatter sky object has a pretty noticeable color banding effect. Apparently I'm not the only one because the beamNG devs pointed it out and even fixed it in this blog post: http://blog.beamng.com/zero-g/ Does anyone have any idea how to fix it? I think it would be something worth looking at to improve torque3D's visuals a bit. I've looked through the source code a bit and even the shaders and I can't really pin down where this problem would be. Any ideas would be appreciated.
  3. That looks really cool, well done on the particle effect!
  4. @rlranft Why was that removed from T2D? It looks incredibly useful.
  5. Good to see T2D getting some attention, thanks for the guide!
  6. @chriscalef Thanks for the awesome response! That definitely made things clearer
  7. I really appreciate the amount of work this must have taken. That being said, I have extremely limited knowledge of Torque's existing GUI system so I don't really understand what parts you replaced. Would you mind explaining some of the bad things about Torque's GUI, why this one is better, why you use sql, how xml is utilized, etc? I did glance at the other thread and I didn't see you specifically address these questions (unless I'm blind, in which case I apologize). I have to admit that my knowledge of GUI technology in general is pretty underdeveloped so I'm sorry if my questions are dumb.
  8. Please do, it will be interesting to see what you come up with!
  9. A similar discussion came up very recently in this thread: http://forums.torque3d.org/viewtopic.php?f=11&t=415 Long story short, wait for the entity component system or implement the old hitbox resource code.
  10. Oohh, I was unaware. Dropping pursuit of that resource makes sense then if it would become obsolete soon.
  11. What do you mean it was intended as a bridge step? What entity component phase?
  12. For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks. That's great! Any chance you'll resubmit a PR on it and get it into a future release?
  13. Sorry I can't be of any help here, I just wanted to pop in and say thank you for working on T2D. It's been kinda stagnant for a while and it's great to see it getting some attention! Good luck :)
  14. I actually had no idea about that resource, thanks for posting it. Something like that might be great to replace the default bounding box hit detection
  15. What torque really needs is a proper hitbox system
  16. I'm a bit swamped with my volumetric cloud work, otherwise I'd look into adding this functionality and adding it to the main repo. If no one gets to it by the time I'm done with my clouds, I'll start working on it then.
  17. Wow, that sounds like a lot of impressive work! I noticed a while ago how useful it would be to have the forest tool avoid certain objects like roads and buildings so good work figuring it out! I agree it will be very useful if we can figure out how to do the same for decal roads. I'll let you know if I get a chance to look into it.
  18. @Chelaru I'll probably make a separate thread dedicated to this little project soon and I'll eventually post a video of it in motion there. I want to work on getting it to a better state first. @marauder2k9 Thanks, that's what I figured.
  19. I've been thinking about that actually. Conceptually I think it would be really easy with this system. Maybe down the road I'll recruit someone else to help with that aspect as well as occluding god rays.
  20. They are but they aren't. They don't use a true volumetric approach like ray marching or anything and they aren't built in world space so you can't fly up to them anyway, they're locked to the player's camera. Thanks! :D The coverage is totally controllable. My plan is to make tons of variables controllable in the same fashion as any other scene object in T3D. Currently these clouds grow, shrink, and move procedurally with tons of room for customization.
  21. Sorry to double post, but I wanted to share what I've been prototyping since I started this thread: http://i.imgur.com/nje3hkp.jpg I didn't want to stretch the page with too many pictures, so you can find the rest here: http://imgur.com/a/wAOdb Not sure what the fps impact will be but hopefully it's negligible. I have big plans for a new cloud system so stay tuned.
  22. I've loved the dark UI for a long time, I'd love to see it as the default color scheme. It actually makes the interface feel so much more professional for some reason.
  23. I'm glad there seems to be a lot of interest in this topic, thank you all for responding! It seems like it would be safe to say that the default cloud layer object is simply not that powerful alone. I've actually done tons of casual research on the topic of skies and clouds in video games and it would be neat to see a better system implemented in Torque. Every existing method has its strengths and weaknesses, maybe the solution is a system that uses multiple methods? I'm definitely going to look into it. Does this mean that the normal map is unnecessary? Personally I think the addition of the normal map makes the clouds look worse. I think it was originally implemented to give some depth to the cloud layer but, at least with the default asset, it looks off to me. Thanks for providing the screenshot, I actually really like what you achieved. It's simple but looks good and seems to be effective. It'd be nice to see more implementations of the default cloud layer to get an idea of how different people use it. I think Deadly Matter uses a mostly-default cloud layer with a different texture and it looks pretty great. Maybe if I'm lucky, one of the guys from that team will wander in here and clue us in :D As a side note, I believe the cloud layer already occludes the god rays, but I could be mistaken. Oh and as another side note, can anyone tell me what the point of the "dynamic fields" section is when viewing an object in the inspector? In the scattersky object, there are fields that define moon texture, night skybox texture, mie scattering, sun brightness, etc but they seem to do nothing when I change the values and in fact seems to break functionality that I remember working in past releases of T3D. Does anyone know what's going on there?
  24. Hey guys! Long time lurker, first time poster. I know quite a bit about Torque and want to take the time to learn a little bit more. While there is documentation about the cloud types available in Torque, I haven't really seen too many high quality examples of what the cloud systems in Torque are capable of. I'm more specifically referring to the cloud layer, not the basic clouds. I've played around with the default art asset and all of the settings in the editor and have never really come up with any combinations that really look good. There doesn't seem to be any documentation around effectively creating a new cloudlayer normal map, so I've fumbled around in photoshop trying to best estimate how it will look ingame only to find out that it looks nothing like what I intended. Basically I get the feeling that the cloudlayer just isn't powerful enough to do the things that I want it to, but I need confirmation from other users of Torque who might have had a better experience in creating some awesome looking results. What are your thoughts on the cloudlayer object?
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