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Duion

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Everything posted by Duion

  1. I would guess it has something to do with animations.
  2. Duion

    AI tutorial

    @GAN You can just download Uebergame and play around there with the bots, I have build everything already. Study the editor and the code and see how it works inside the game.
  3. Yes, it is nice to have them higher quality, but doing models and textures like that shows that the art engineer does not know what he is doing, you could get away with 10% of the resources used and still achieve similar or higher quality, since for example no normal maps or specular maps were used, not to talk about new PBR rendering methods. You cannot have such a small items have thousands of polygons, no LOD levels and a huge 1024x1024 texture, of which most is empty space, since in the final game there max exist hundreds or thousands of those items on screen at once plus the game world, plus player models etc which will destroy performance. It may not be relevant for an example, but this is not something an end user should emulate or use in a final product.
  4. Thats really nice, since it is exactly what I needed. Some time ago I also started making an inventory system after a tutorial, but I gave up somewhere in the process. Now to the criticism: The install is a bit annoying having to manually edit files and then the binds do not work, since the keys are already used, so they have to be fixed manually as well. The easiest solution for people who want to try it out, would be just to distribute a pre modified version, that you just have to drag and drop or even a full install, that you can just launch, since a full Torque install is also the same size download as the inventory system. The other point is the size, I wondered what uses 130 MB in the package and then noticed it has art, plus source files, which is nice, but 1024x1024 texture for such tiny objects is a "bit" over the top, 128x128 would fit as well without noticeable visual difference. I know those are just example items probably, but then you made the things overly complicated for yourself, you could just have used plain materials, or no materials at all and just vertex paint the models, would save greatly on resources. Polycount is also far too high for some objects. I did my art like that in the past as well, everything with texture, proper node setup in blender, but now I know, that you can get away in many cases with just making a simple low poly model, giving it a color and export to .dae file and distribute nothing else with it and it will work just fine with hardly a noticeable difference in appearance. That way you could make that 130MB download into 1MB download or so while greatly increasing performance ingame and saving time on your workflow. Yes this has nothing to do with the inventory system, it is just a workflow and performance optimization, for users and yourself, I like to be perfectionistic. Another question, do you plan on making items use multiple grid fields instead of just one each? When I tried to make an inventory system, I wanted larger items to take up more spaces, like it is done in many RPG games, but I found it to be very hard to build so I gave up on it.
  5. Duion

    4k anyone?

    Just set it to what you want, the resolutions in the options menu are just some default examples, you can add whatever you want in there, or just resize the window manually to what you want. I don't have a 4k monitor so I cannot test it, but I know that you can set all kinds of resolutions, I saw someone having 2500x something as resolution even though it did not exist in the options.
  6. Duion

    4k anyone?

    Does 4K not work? Did you try it? You can scale the window into any resolution I think.
  7. How did you get to sunsize 100000? The correct size of the sun would be 1391980000.
  8. Duion

    AI tutorial

    I already told you, you open the NavMesh editor and switch down in the menu on the left and you enter a feature where you can spawn an AI test player and order him around, this is just to test the NavMesh, but it is a start to give you a feeling how it works.
  9. Duion

    RELEASE!!!

    Thanks, I did this. But it did not give many effects - from 110 curators only 5 made review. I think graphics of my assets not so good for this genre in 2018. :roll: Well better than nothing and you are not supposed to spam all of them, just chose those who might be interested, otherwise it can have a negative effect since you mention the graphics. Indie game reviewer will not be so harsh on the graphics etc. By the way your graphics are not that bad, they are good enough and consistent, except some default assets that shine through, like the default soldier and the default skybox, so if you want to improve on that try replacing the default assets. The clouds are easy to replace, the default cloud layer in Torque gives you good results, I only use that one for my new levels like here: https://www.moddb.com/games/uebergame/images/bg-rockyhighlands-preview-03#imagebox thats 2 cloud layers with slightly different settings. The soldier may be harder to replace. Aside from that you may be able to improve the visuals greatly by changing lighting and postFX, I worked out a good default postFX preset: https://github.com/Duion/Uebergame/blob/development/scripts/client/postFx/default.postfxpreset.cs try using that (will need my fix for blueshift slider that I made a PR for). Torque graphics look very flat, so you need harsher contrast through darker shadows and/or postFX like HDR and SSAO to cover up that fact.
  10. Duion

    RELEASE!!!

    @damik You should consider giving out a bunch of promotional free keys to reviewers/streamers quick, while you are in release, since since the indie apocalypse your default visibility is greatly reduced. Somewhere in Steam there is even a function to do that, where you can select curators and send them free keys.
  11. Duion

    AI tutorial

    I would recommend using a framework like BadBehavior https://github.com/BadBehavior/BadBehavior_T3D It provides some examples and includes a behavior tree editor (which is broken currently) where you can simply edit your AI behaviors. While a basic AI is pretty simple in Torque3D, I would recommend you using a framework it will be easier in the long run. I think adding an AI is just a single command in Torque, you can see it when you are in the NavMesh editor and add a bot for testing, but to make the bots act intelligent is some more work, thats why using a framework may be better. It depends on what you want to do. If you just want a bot randomly running around like a headless chicken, it is just one function or even one line and you don't need more, in that case you do not need a framework, but otherwise you should use one. You can write you own of course, but if you are a noob, I would not recommend that.
  12. I don't think there are any Torquescript plugins, however there are some Torquescript IDEs, most of them are old and probably unsupported, but Torsion works well and was open sourced. It is better than a plugin, since it also is a debugger, which I mostly use it for. Torsion can be found here: https://github.com/SickheadGames/Torsion
  13. Someone already asked this and it was solved I think, I only remember one method and that was make your textures resolution non power of two since that will break mipmapping and so textures will not be filtered.
  14. Publishing is pretty easy, you just use the folder of the game and that is it, of course you should remove temporary, config and and other work files first. If you publish on Steam it is pretty easy since Steam takes care of that for other platforms I don't know how it works, but the default method is probably just to pack up the folder into a zip file or so or make a self extracting installer. You can use the precompiled version, but you should compile your own one, since I think such things as program icon and app name can only be changed if you build from source, it looks more professional, if your game has its own logo and name and is not called "Torque3D" with the Torque3D logo on it.
  15. You can use the assets, large portions were open sourced, but through that, the demos were broken, because of lazy porting over to the latest version and the stripping of some proprietary content like PhysX in case of the Pacific demo. So expect to put some work into it. I use some Pacific assets as well, but I would not do it again, since I had to invest time porting them over and then I was left not knowing how to license those assets, since MIT license is not that good for art assets, if I had invested a bit more time, I could have made fresh assets from scratch.
  16. Of course they are some of the best looking, since they were made through contract work by professional artists, from rumors I heard it did cost Garagegames 100 000 dollars or so, don't know if it was for Chinatown only or the other demos as well. Chinatown is quite complex with lots of unecessary details, while gameplay wise hardly developed at all, I don't know if it is a good example to learn from. It is just a demo to look good, you cannot do much with it, since you cannot change the level much, since it is all ready made meshes and not very modular. If you want to learn things, you better read articles about level design from somewhere else. Yes you can re-use some of the assets from the demos, but not that many and I would recommend not to do so.
  17. What you mean with "MS VB" ? If you mean Microsoft, don't worry, Torque3D works with Windows and Linux, as well as there are many ways to compile it and work with it, since it is open source. I would not bother that much with the demos, they are very old and just to show off, some assets have been open sourced, so you can use them for free, but I would rather spend some time in learning the basics and take care of the art later.
  18. I would be totally satisfied with a better distance falloff model, that linear one is horrible, if you have a lot of sounds with high range, such as gunshots obviously, with a lot of players it will be a constant loud noise that gets very annoying and if you make the distance smaller, you obviously hardly ever hear anyone. So yes that would be cool if you could implement that.
  19. In the code there are also alternatives for audio, like logarithmic distance falloff and many other advanced effects, but those are limited to the proprietary FMOD sound engine, that is obviously not in the open source version of Torque3D. This is probably where we do not have a complex open source version of this, since it was just ported quickly and then left that way, so yes we could need alternatives for that. I would also like to have the environment sound effects back, like when you are in a big hall all sounds will echo more etc which was also a part of FMOD probably.
  20. Duion

    Navmesh

    @Code_Man no need to debug the Navmesh, since it works fine, you "only" have to debug your implementation of whatever you try to do. In the Navmesh editor there is even a button to spawn a test bot and you can direct him around, then you can see how well the Navmesh works, so that is proof that it works.
  21. Wasn't there a hotkey for keyboard for moving up and down since you cannot do that with the arrow keys?
  22. You don't need to host an IRC yourself, you can have channels for free on many networks, I go with freenode since they support open source projects.
  23. I don't know if anyone noticed, but our IRC channel is dead for quite a while now and does not seem to come back. So if anyone wants to have a Torque3D related IRC chat, you can join the channel #duion.com on irc.freenode.net, employees of my company may help you there with Torque3D related problems in real time.
  24. It you plant to do a commercial game it does not really matter, the folder structure is just for you to keep track of it. I saw some commercial game just put everything into a packed file where everything is releatively chaotic and every update would just get a new file. Do however you like.
  25. Yes anything works, the only limit is your imagination. I already do it that way, partly, I have general art assets to be re-used under the art/ folder and models that are level specific under levels/mylevel/*. However if you want to do it always that way you may run into problems since you are likely going to re-use specific assets from some levels in other levels, therefore the art/ folder setup by default.
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