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Everything posted by Duion
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The weapon has its own vector, why you do not just use that, why you need the player camera view vector, what are you even trying to achieve?
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Right in the empty space where it is not in your screenshot, what version are you running? I run 3.10 and it is there.
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You need to open the diffuse color in a regular material and in the color picker that pops up you will have that checkbox. As I said you cannot influence the texture color with that, especially not the skybox, but I'm quite sure the color space is the issue here, since if you select the color orange like in your first image and then switch to non sRGB it will appear more yellow like what your skybox looks.
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The player cannot rotate up/down as well, maybe it is giving you the player rotation instead.
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Maybe the camera does not rotate, but the player does. The camera is basically glued to the player and inherits the position and rotation of the bone that it is attached to, if it is attached to a bone.
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The asset packs have never been open sourced, they just appeared on their github since they stopped paying for it and a free account can only have public repositories, so use at your own risk, but nobody is going to enforce their copyright, since it is basically abandonedware now, since you can no longer buy them regularly. I would just not use them in an open source manner, but in proprietary projects it should not be a problem.
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When you open the material editor and pick a diffuse color, there is a checkbox that says "use sRG" color space (probably a spelling error should be sRGB) then you can see the difference. So your texture uses sRGB default color space, while the skybox material uses the other something whatever color space. Through this option you cannot fix your problem, but it should give you a hint what is causing it, it probably needs to be changed in source code somewhere to use sRGB as well like the regular materials.
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Can you show your exact node setup? Billboards can be automatically generated for any shape in the engine in the shape editor.
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It is not a good idea to scale down the character, since you have to scale everything else down as well, is probably complicated to keep track of. Using a 4096x4096 heightmap with grid size 2 is probably okay, depending on your project, but the terrain will be a bit chunky, since the polygons will be 2 meters each. Have you tried getting the 8192x8129 heightmap to work? This would probably be the best solution.
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I found the solution, the default values only apply when you import a .dae file and it converts it into a .dts file, then the default value are somehow saved in the compiled .dts model file, so you have to re-import the .dae files and then the newly set default values will apply.
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Most objects are not suitable for that, because they are either vegetation or important structures or objects that are too complex. You can try adding destructible objects and see how it works, but I do not see much potential yet.
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I have like 13 unique levels now and 4 are in the making, each level also has like multiple variations, so I don't think levels is what is missing. I have 8 gamemodes, DM, TDM, MfD and RtF and all again for paintball. So number of levels and gamemodes are totally sufficient for a full game, but number of player charaters and weapons are not. You can pretty much forget using free models from the internet for development, 99% of them are not gameready and require at least some modifications, even textures in most cases need modifications. So I would not bother with learning art, I'm already expert on that I can make almost anything now pretty quick. Better learn some scripting and do some game mechanics, this will get you further, you can also try out the template game mode someone made, it is objective based and single player compatible: https://github.com/Duion/Uebergame/blob/development/scripts/server/gameTypes/TEMPLATEGame.cs
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As said I have destructible objects, but I had no use for them yet, so I disabled them. Sure you can let players build objects, but this would require a lot more code to avoid ugly scenarios like objects floating around in the air or blocking things, since static objects are not rigid objects and rigid objects have their own issues, mostly performance.
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I'm trying to change the default settings the imposters get generated with, if no values are specified in the shape editor. So I searched for the values and found them here: https://github.com/GarageGames/Torque3D/blob/561f010f2e6411d8253d23f0cfcff794e81f60bf/Engine/source/ts/loader/tsShapeLoader.cpp#L311-L317 I changed the "S32 dim = 64;" to 128 size for example, recompiled, but the result is, nothing has changed, the engine still generates 64 pixel imposters by default. How is this possible? I cannot find any other place where those values are set in the code.
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Don't bother with assets, thats what I have the most of, I'm lacking game code, character models and weapons etc, which are almost never found free online.
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Well the issue is probably pretty simple. The ShapeCharge for example can be destroyed by shooting at it, then it will explode and be removed, this is done through the line "%obj.schedule(50, "delete");" in "function ShapeChargeDeployed::onDestroyed" So you have to see that you add a delete function on destroyed or spawn a destroyed shape. I think the platform disappears if you pick it up again, maybe for the case of destruction it was just forgotten to remove it from the world as well.
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I think I downloaded almost everything that exists as CC0 licensed assets from the internet, there is not that much useful stuff, most useful things I have are textures and some prop models. If you refer to Ron Kapauns asset packs, I would not use them, since I discovered that he used textures from various sources on the internet that are not open source compatible.
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Use it from within Uebergame it should work, it is part of an ability to build objects. I don't want to bother reconstructing how it works now.
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I have destructible objects in Uebergame, there is a hidden ability that allows you to place/build objects that can also be destroyed or collected again and placed somewhere else.
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The bigger your models and the less textures you use the better. The limit is 65 000 vertices per model or so. You have to decide where you make the tradeoff, but I think with tile based maps you will not run into performance issues, so you probably can ignore it. The first performance problem you may run into using that method is, if you have too many individual static meshes. You can just activate your metrics display and see where performance goes down, I usually set the graphics to all max settings and then just design the level until the FPS go below 60 FPS, then I try to optimize.
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I did collect free assets from the internet in the beginning as well, but this has some major downsides, first, you get inconsistend quality, second not everything uploaded as free is really free, so you trip into potential landmines there and third you hardly ever get enough fitting material. This is why I started making almost everything myself, so the best option is to use the assets that already ship with Uebergame and if you need some custom models for your level, just stick it into the level folder.
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As far as I understand, the server packs all his scripts and sends them to each client, thats why joining takes much longer than hosting. Why would you want to embed code into a .mis file? I have some code in Uebergame that is supposed to support per mission script files, but no idea to what degree it works. You can embed script files into any location as long as they are executed somewhere, but you should stick to the client/server layout.
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I don't think you will ever gain customers through advertising here.
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You can remake original things, you just cannot use someone elses copyrighted photos for it, but I think there are sources for free sattelite images or so, problem would more be getting a heightmap, since it needs to be 16 bit.
