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J0linar

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Posts posted by J0linar

  1. regarding 3, You should not expect 128 bones, if i remember right torque3d is set to a max of 64/74 bones (might be wrong... ) Anyways you can push that number up in the source but it won`t do much good for the performance of your app.

  2. open up the datablocks of weapons for example the one of the lurker and search for ´ stateTimeoutValue = 10;// change the number to affect the animation speed in the first person.


    for thirdperson you can always edit the player datablock

    in player.cs see for example

    crouchForce = 405;

    maxCrouchForwardSpeed = 4.0;

    maxCrouchBackwardSpeed = 2.0;

    maxCrouchSideSpeed = 2.0;

    just play around with the settings till ur satisfied

  3. Am confident in the person i chose,

    as for the multiple vicinity ragdoll stretching to 0,0,0 Issue...


    If am not mistaken i fixed it once, with the soldier model... cant`t remember right now what i did but am sure i can fix that again. (Never bothered to complete the work since Greed went downhill and me mia).


    x9d5tdmzhZU


    kkeTUhy9GMI

  4. Hey folks,

    after some time in the never ending sea of real life changes and engine changes am back with T3D again and again and this time for good.

    It was not a hard choice to move back, T3D makes me at least feel the dirt between my teeth when working with it, it makes pain a pleasure if you know what i mean now anyways

    yes i could go on and do my thing without GMK but its what i would need or at least i imagine building my project with it and am sure there are other ppl who would benefit of a updated GMK for T3D 3.10/4.0

    and am sure there is someone out there who is willing to earn some easy money. After all GMK has been ported by others to 3.5/2.0 and so on, even i ported it a couple of times (i say even i cuz am not really a code person, i can code a bit, compile and make things brake and i guess sometimes even fix them but i cant fix GMK).


    Now If you are willing/interested

    please reply.


    How Much to expect?!

    50$ + 100$

    Payment will be made via paypal:

    There will be 2 payments, one initial payment 50$ to get you started

    and a final payment 100$ when the job is done.


    Time Frame:

    1 month max.

    Lets be honest there is no reason to stall, either just do it or dont and 1 month is more then enough time.


    The Party i choose will be informed via pm on this forum.


    Relevant Links:

    https://github.com/logicking/GMK GMK Original Source Code by logicking


    https://github.com/John3/T3D_GMK_BULLET updated GMK for T3D 2.0 by by Johxz


    https://github.com/RoundedIcon/T3D-MIT-GMK-Port updated GMK for T3D 3.5 by RoundedIcon


    Now if you want to help and earn some money in the process, reply to this thread and include some sample work in your reply.


    If you should accept, the ground rules are as follows

    • the updated GMK Port needs to be on GitHub public!

      the License has to stay MIT!

      the Port has to be fully functional

      it has to be made with a forked Version of the current T3D 3.10/4.0 Developement Head!



    Thx for taking the time to read/ taking interest in this. I wish you all nice holidays and hope to see some interest here, thank you.

    Who knows what the new year brings and it might even end up in you and me working together on something, so dont be shy.

  5. ...to go ahead and bump that up - or heck, could look at making it a pref...Let us know if bumping it up worked for you then :)

     

    Yes bumping it from 70 to a Max of 90 Skinned Bones fixed the issue.

    Making it a pref sounds nice but honestly just bumping it up will solve upcoming issues with ppl comin and asking why, cuz i dont think that ppl will cross the line of 90 Bones.

    70 Bones is enough for a Player Character and for some of us it should be enough for the view models as well.


    Anyways thx JeffR for pointing me to the right direction.

  6. didnt compiled yet just took a look and saw

    U32 TSShape::smMaxSkinBones = 70;


    i mean was that serious? rly.... from an artist pov this a slap in the face

    for example My FPS Hand Rig got 80 Bones and yes sure i could work with less but the look and feel of the animations would go down the retro train.


    90 should be a Max and reasonable Setting but 70 is not enough, think about Player Models with actual eye/mouth movement as an example, dont get me wrong am not tryin to rant its just implementing a bottleneck like that in the src is a fail.


    Anyways am gonna recompile and see if a setting of 90 fixes my issue.


    Edit:

    U32 TSShape::smMaxSkinBones = 70;

    setting to

    U32 TSShape::smMaxSkinBones = 90; // expanding the Max Bone Setting fixed Issue #2


    and i dont know why but hell Issue #1 is gone as well :S


    And now a Final Word, thanks Guys and Gurus of the SC

    without you T3D wouldnt be alive

  7. prime emphasis on this release was fixing bugs

     

    Sry but 3.10 broke 2 things for me and maybe even more....


    I have used 3.9 for my current Project and wanted to check out the 3.10 RC and i made sure that i add all and evryrthing in order but for some odd reasons i get the following Issues.


    #1 Damage gets applied to the player when spawning - if weapon is a Melee weapon.

    #2 DAE and DTS(cached)models - Model Parts are not being rendered - this happens with FPS_View Models.


    Now am sure i have encountered Issue #1 some releases ago but i know that that Issue isnt happening in 3.9

    and about #2 am just :shock:


    Would like to hear if other ppl experienced stuff like that

  8. Hey folks,

    stumpled upon a pretty neat WIP by Matt Lucas


    ieCB8FzjlqY

    A short showcase by the Creator


    gM1N6WUQ_gc

    A very long introduction/explanation by the Creator


    Download here

    https://matt-lucas.itch.io/level-buddy

    Consider Donating to the Creator as so far this Editor presents really some essential features you would expect, i for one hope to see it grow.


    Here the facts what you can do,

    *block out evry room u can possibly imagine

    *auto boolean

    *auto textue (you can change the res/texel density of the selected texture/material, you can define ceiling/wall/floor textures)


    the final map can be imported into T3D/Unity/Ue4 - regarding the collision

    in T3D you can use polysoup (as long as your map/level is not too complex but it might be better to create the collision seperately, a good starting point for the collision meshes would be the leftovers of the map building blocks.

    What i mean with leftovers, when u build your map in blender, the block/mesh you used to build it, stays and by copying it you create new ares for the map, at the end you get 1 big mesh (this is your map) and plenty of seperate meshes (those are the building meshes u used to create the map).

    I know it all sounds a bit odd but try it yourself and hf blending.

  9. Hey folks,

    Trenchbroom is what one would call a radiant/quake like editor, it feels much more intuitive, more like working in a 3d programm....

    but yaa should try it for urself.


    http://kristianduske.com/trenchbroom/


    make sure you Download Trenchbroom 2

    supported platforms are:


    Windows

    Mac OS X

    Linux DEB Packages

    Linux RPM Packages


    Wr9FR1W1JFE



    Now what could one do with it for T3D, well create your level, export it as .obj and get it into your fav 3dapp, the imported .obj is clean and you can create modular environments or simply the ground work for your level in trenchbroom.


    Post some pics of your Trenchbroom to T3D work,

    thanks and cya

  10. Hey there, came across the Godot Engine, those guys made a alternative Collada Exporter,

    at first glance it seems much better compared to the one that comes stock with Blender itself.


    The tests in T3D i did so far, all worked without issues,

    one of the best pros seems to be that when you ReImport your Collada(.DAE) Model back into Blender,

    you get your Mesh the Way you exported it (you get Quads and no Tris, makin the ReImported Mesh editable

    again, therefore no quality loss when it comes to geometry)


    You can grab the Blender addon here:

    http://www.godotengine.org/projects/godot-engine/documents


    or Direct Download Link:

    http://godotengine.org/builds/alpha/2.0/20151030/Godot_v2.0_alpha_20151030_better_collada.zip



    How To Install it?!:

    1. Open User Preferences (Ctrl+Alt+U) and under Add-ons, click Install from File. Then navigate to the file you downloaded and select it.


    2. It should now appear in the window and you can tick the checkbox in the upper right to enable it.


    3. If you would like to have the add-on enabled every time you start Blender, click Save User Settings at the bottom.


    Would like to hear your experiences with this Alternative Addon for Blender.

    HF and happy Blending :D

  11. my guess would be that you have to add an extra include since there where api changes introduced in the latest versions of T3D,


    therefore include console/engineAPI.h/console.h in the files causing/having those errors,

    this might solve most warnings but probably not all, i had the same issue when i tried to port gmk/verve (where i have to admit that i gave that endeavour up)..

  12. this looks like weighting errors to me, especially since

    a) the upper part of the body, the arms, seem to overlap each other in the animation


    b)same happens on the feet


    I would suggest you to go thru your Armature Setup and clean those weighting errors, its just that.


    If you use Blender, sometimes when using Autoweithing, you can these kinds of results.

    These issues can be fixed by manually going thru the weights of the bones and removing the influence where you dont want it.

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