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Everything posted by Duion
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It is long ago when I did this, so I do not remember anymore what I did, I only know that I used a separate program to export into a format blender could then import. You probably already have a bunch of level editors installed, just look into each of them what they can import and export until you find something that fits your toolchain. Then there is also "crafty" halflife tools you can try, which can also import export some halflife engine related formats. http://nemesis.thewavelength.net/index.php?p=45
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You should consider adding this to the main repo, so not everyone has to bother implementing his own changes.
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I don't think anyone currently sells Torque3D ready characters, but you can use general 3D characters in Torque with a few minor modifications maybe. There is software available that helps you greatly creating characters, but the good ones cost some money, like Mixamo for example. If you don't want to bother with that, you could ask a professional artist how much he wants for exporting a character for you, but you usually have to ask them, they will not come to you.
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I mean to only add that one specific cs file not all the cs files.
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Just put the cs file in there, it is just the graphic settings, see if it runs then.
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Oh ok, I did not see that this was posted in TGE forum, usually nobody posts there. But I still wonder why you try such a complicated thing. I managed to import .map files into blender, so I guess you should be able to export them as well. I tried that all as well, but then realized, that the whole toolchain is too outdated and unsupported, so I decided to throw it all over board. There is one thing left you could try and that is trenchbroom http://kristianduske.com/trenchbroom/
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PS: I don't know what game you want to rip the textures from, but the last time I tried to access .pak files, I just had to rename .pak to .zip and I could browse the files normally, so it seems to be just a zipped archive, newer games may have changed that. PPS: Forget it, those textures may be illegal to use anyway, if they are in such a protected file.
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Just use Blender for level design, Torque is a modern engine and will not profit from using old outdated level editors that are not supported by the engine. Torque had its own level editor called Torque constructor, at some point it was released for free, since the Torque internal level format called "dif" or so was deprecated and removed at some point.
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I would suggest to use makehuman and blender, there are other options of course, but they cost money.
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Making a game ready character is probably one of the hardest tasks, free game ready characters that are available for free and open source on the whole internet can probably be counted on one hand. If you have some experience in 3D modeling, you can do it yourself, my first character took me about 2 weeks to make including animations and implementation, I probably could do it much quicker now. Even if you buy a character somewhere else, you still need to do some work on implementation. The community is not that active anymore and there are very few people who can make character models for Torque3D, I know @Steve_Yorkshire is very qualified at making character models that work with Torque3D, maybe he will help you.
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You can use it, but you really should not use any free assets in a serious game project, people will notice and scream asset flip. Make your own assets, even if they are much worse in quality.
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Why should it not work anymore? If you want you can use it, I just don't know what the official source is with the latest updates, but it will not help with the aiPlayer peek value, it is just ragdolls. However it is part of the GMK kit, which meant game mechanics kit, which adds a lot of game mechanics you need for making a game, like cutscenes, scripted events and some ai features. So before you bother creating any new feature, you should search through all the resources, since in many cases someone already programmed such a feature.
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Someone already ported ragdolls over to Torque: https://forums.torque3d.org/viewtopic.php?f=36&t=886
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Well without marketing hardly anything is going to happen. I have not figured this out fully either, but I know that you need some kind of press kit, where you show your company and what you do, so you can answer questions to journalists quickly and effectively. Then you need to figure where you are going to market your product to, like search for websites, magazines, streamers, social media that could be interested in writing for you, which is where your press kit may come in handy. Sure you cannot force people to promote you, but you can make it easier for them.
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Torque3D does not support that, but there are resources that do, maybe that motivates someone to integrate the resources so we have ragdolls and bones bounding boxes etc.
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MIT license header has to be inside every code file, as the license states: "The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software." You could try to redefine what a "substantial portion" is, but your chances are not that good, since one code file is definitively a portion of the software.
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I would suggest not to add a license to it, since every time someone adds his MIT license, it has to be kept at the header forever and somewhere in the future each code file will consist of 90% license header and 10% code. The default practice with Torque3D so far was, that each time someone contributes to the main repository, the code becomes the Garagegames MIT license, which is not so nice, but feasible. So I would suggest to keep it that way or to have something similar for addons, so the license header does not get bloated and then create some kind of credits file or menu, where each contributor is credited, if he wants to, even the CC0 ones. Thats how I keep it with my game as well, it helps me keep track of everything.
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Getting the first donations is usually the hardest, it is some kind of psychological thing, people will not donate if nobody else does and you have the chicken and egg problem. Once you have some activity going, you can try advertising with mobile and web support and maybe a short trailer.
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I'm not a Torque2D user, but it is a good idea to try to keep it alive. But don't expect magical things to happen just because you create a patreon or whatever, Godot engine did not become successfull organically, it is mostly because of the mobile hype plus some cryptocurrency hype and they have bigger sponsors that donate bigger amounts. So if you want to make Torque2D survive, you need to support some kind of mobile platform or at least browsers, since that is the growing market right now, nobody really cares about desktop PCs anymore, at least in the 2D game sector.
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Sure you can make things look good with low system requirements, however it will require a lot of work and trickery and most developers do not bother with that since they target gamers with real gaming hardware where such little performance gains do not matter for the most part. My advice to you is to buy proper PC hardware, that you can run things on all max with at least 60 FPS, you also have to consider that when developing, you will have several other development tools open at the same time which costs even more resources, especially RAM and ideally you should have a large monitor so you can fit everything on there, which a laptop for the most part does not provide.
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I mostly just use another terrain layer without ground cover that I paint below things that are not supposed to have ground cover, pretty simple, you can see it being used in my game.
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Torquescript is very C or C++ like, you should just start with Torquescript, the advantage is, that you see the results instantly and don't have to recompile all the time. If you are more experienced with the engine you can consider starting to change the C++ source code or program features there. And your intel HD potato will probably have trouble running Torque3D, maybe it will run fine if you scale the graphics down a lot, but I would not bother with such old hardware and buy a real PC.
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Isn't a flat pyramid just a square?
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Ask @JeffR or someone who knows the code better, but from what I know is, that the rendering is changing over time, I'm too lazy to look back and see what change was introduced in what version, but there were a lot of changes and maybe your bone issue was introduced somewhere down the line, so you could help debugging it, write an issue report and/or even fix the issue and make a pull request, things like that happen.
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You probably downloaded the .DAE file, but you should download the blender file instead, I did and it comes in different formats, for blender game engine, for cycles render, for animation and with baked animations. I would chose the one with baked animations and try exporting it until it works, or you can use the one for animations and create animations yourself, or just use it for testing, if it exports and imports fine.
