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Posts posted by Prometheus
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Torque3D has baked lighting for terrains, but it is only used for basic lighting, which is deprecated or close to being deprecated. I think since those old games only consist of terrain, it worked fine back then, it may have also worked for the old model file format Torque used which is now also not used anymore.
I'm not sure what you want, but the answer is either what you want is deprecated, useless, or there are better ways to do it now.
If you really need even more performance you can bake the lightmaps, then Torque does not even have to calculate them once and does not need to create any cache files, combined with basic lighting you will get more performance than you will ever need.
Thanks. To be a bit more clear, I'm trying to make server-side maps just...work. Right now when you have a map on the server that you've altered, people can connect to it just fine but unfortunately it doesn't reference or utilize the original mission lighting file, so the terrain is super bright and models are completely black. I never really played Tribes 2, but I'm fairly certain server-side maps were a thing, just like Tribes 1. Having the lighting file created during mission load then saved would solve my issues I think.
If Legions were on T3D I probably wouldn't even be having this discussion (though that brings up the question: does T3D support server-side maps?). Legions on T3D, or any modern engine would be pretty great. Sadly with how licensing is, we're left tinkering with a 13 year old game on an incomplete Torque engine stuck somewhere between TGEA and T3D.
I'll probably just drop this project at the moment, as it's likely more work than it's worth. Thanks though.
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I'm tinkering around with Legions: Overdrive again, and one thing I'd really like to do is have the mission lighting generated during mission load, then saved/cached. I believe most Torque games act/acted like this, such as Tribes 2. I can only assume this feature exists within the Legions engine somewhere, as it's based on TGE / TGEA, but I could very likely be incorrect.
I did check out the Tribes 2 client preferences and saw a few promising options, such as cacheLighting, but unfortunately it doesn't have any effect within Legions. I'm sure something needs to be done from the server level to tell those connecting to generate the lighting file, but I'm pretty lost where to start.
Can anyone point me in the right direction to get started?
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I made a relatively complete list of all Torque3D games: https://duion.com/links/games/torque3d
The visually best games are BeamNG, LifeIsFeudal and of course Uebergame.
Of course there are several prototype showcases of unfinished games, but the only recent example is this: https://forums.torque3d.org/viewtopic.php?f=8&t=1654
The list on this website is already pretty good: http://torque3d.org/engine/ but many of those are also just demo scenes.
Basically that already is almost all there is, I did a lot of research on that.
Worth noting that Legions isn't on T3D. It's on Juggernaut, which was an internal build of TGEA and what would become T3D. Sort of an unfinished mish-mash of the two.
Thank you for the games. If anyone has anymore, feel free to post.
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Thank you for the list. I am primarily looking at games or even just demos that showcase impressive environments, particle effects, even good looking UI's.
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Is there a list anywhere showing off the best looking T3D games, or showing off some of the more advanced / impressive looking scenes?
Thanks.
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Is there a built-in option to remove focus from a textbox? Upon launch it automatically has focus, and can sometimes mess with player names after they enter a game. Just a simple way to require the user to click the textbox itself to type, instead of automatically accepting input at launch.
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Perfect, doc! Exactly what I was looking for.
nLl0icgNc0Y
Here's the snow sheet I ended up using, if anyone comes across this:
http://i.imgur.com/hVPeSmn.png
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Hm, perhaps I didn't do this correctly. I simply made a new datablock in environment.cs. It doesn't show up in the particle editor list, so I can't edit it.
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I'm toying around with the precipitation datablock and created my own for snowflakes. Things have gone smoothly except the snowflakes themselves are squares instead of circles.
http://i.imgur.com/bVKwSDm.png
The datablock code:
datablock PrecipitationData(LightSnow) { soundProfile = "LightSnowSound"; dropTexture = "art/environment/precipitation/snowflake2"; splashTexture = "art/environment/precipitation/water_splash"; dropSize = 0.35; splashSize = 0.1; useTrueBillboards = false; splashMS = 500; };snowflake2.dml simply contains:
snowflake2
The snowflake image itself (128x128 png)
http://i.imgur.com/21mM0SX.png
Any suggestions?

Generating mission lighting on load
in Torque Game Engine
Posted
I'm sure it could be, but keeping the filename the same isn't ideal. I want to keep the original map (Map.mis) so it can be played, but also have a modified version (Map_v2.mis) of it as well. If everything looks decent, fine with me. I don't care if I add new shapes and they don't have shadows in Map_v2.mis. Not sure how T2 or other Torque Games handled this other than generating the lighting file on first load then saving it.