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Posts posted by Duion
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We need to produce a Torque3D demo and post it on the Unity forum, then you can see which community is better.
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It's disappointing this community isn't more supportive of things going on outside of it. It seems anything that isn't pro-torque is immediately met with defensive responses, like its somehow an insult to Torque. It's a shame :( we're supposed to be computer scientists not fanboys.
Haha this is probably already the most tolerant community, just try criticizing other engines within their community, they will likely destroy you with hatred. What is going on here is kindergarten compared to that.
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The burgers on the display panel in the fastfood store also always look so much better than the actual product you buy.
This criticism would be valid if this was prerendered but its real time.
The burgers are real as well, the ones you get are even realer than those at the display.
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The burgers on the display panel in the fastfood store also always look so much better than the actual product you buy.
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Recently I tried to integrate the Sun glare/screen dirt shader resource from Felix Westin from the garagegames forum:
http://www.garagegames.com/community/resource/view/22785/1
It worked quite well, but later I noticed it does not work at all in multiplayer, since it uses a datablock value to store the visibility, which is only available on the host.
Later JeffR helped me with a possible fix, it worked then in multiplayer, but it is only a simple raycast that checks if on or off, the original function did check for percentage of the sun visible, which produces a fade if objects cover the sun.
So here is my integration of the original resource:
https://github.com/Duion/Torque3D/commit/637a804fd78f84103c385b6291658babd23f561a
And here the possible fix method:
https://github.com/Duion/Torque3D/commit/5f2ab23fac60ea02f4ae3b7c24470919e0e814e2
The idea of the fix was to copy over the function from lightFlareData.cpp to postEffect.cpp so it can be used directly in that function.
This is the function needed:
https://github.com/Duion/Torque3D/blob/ueberengine-dev/Engine/source/T3D/lightFlareData.cpp#L260
That function checks with an occlusion query how much of the sun flare is visible on the screen and outputs a float value from 0 to 1, that value is the variable needed in postEffect.cpp.
Currently I have two basic ideas, either the output from the function needs to be transferred to postEffect.cpp, which is the method the original resource used and the other idea is to copy the whole function into postEffect.cpp so it can be executed directly from there.
First I liked the method JeffR suggested to me, but now I think the first method may work as well. The problem with the first method is, that in the function it tries to find the scatterSky object which needs to be called a specific name and I think that is the problem with that method, since this does not work on the client, since only the host has the objects, which then are turned into ID objects with a number and send to the client, so of course the client cannot find the object.
So any ideas how this can be solved?
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I vote for to sue Microsoft for stealing our extension.
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I would say .ts, but I also don't see it as that necessary to change it all now, it works like it is, it would be too much of a change with no functional benefit.
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A safespace gamemode.
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I think only the forest has a build in billboard function, for groundcover it may be overkill, but have you tried making manual LOD levels in your modeling program and use them?
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Yes, took me a few hours to build.
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I don't know how to contact him.
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If you always keep in mind that nothing in this world is "free" then you can never go wrong.
You are wrong, Uebergame is free.
@rlranft
Do you think it would be fine to use the source files from the content that has been open sourced anyway, like Torque3D stock assets and the FPS tutorial? There is people complaining for eternity now, that the collada animations are broken on import, the source files would solve that and the source files for the textures would remove the compression artifacts.
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Looks interesting, can't wait to play Deathmatch on real life locations ;)
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The correct terms is "free software" and the rest is "proprietary software", quite simple.
Free software is free to use and grants you the 4 freedoms of free software as defined by the FSF and proprietary software is owned and restrictive and designed to enslave you.
To make it simple, if something has not a license that is listed under the commonly known free software licenses it is not free software. The most common free software licenses are GPL, MIT and BSD.
Regarding Github, I don't know if you can have copyrighted stuff in public on Github, I always assumed public projects are some kind of free software. I thought this is how Github works, if you are a company and want to host proprietary content, you have to pay, but if you are a private person and/or want to do free software that is listed publicly, it is free.
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When will 3.9 come out?
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What is the price for having private repositories? $7 per month? Garagegames must be in serious financial issues then.
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@flysouth
That answer was mainly directed at people like Janders who just make claims without trying it out. Most of his claims are easily disproveable.
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A lot of people like to keep complaining "This is bugged", "This does not work", "It is a nightmare" etc... but most do not even bother to look into the code or try things out, since then they would realize it is not that bad at all.
This phenomena is called "confirmation bias", people want to see it a certain way and so they only seek for things that confirm their world views.
Fact is still, that Torque3D is the best open source engine for 3D FPS games around, so you cannot really complain.
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Where do they write that they open sourced it?
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Some parts of those art assets were free before anyway, all content available in the FPS tutorial was open sourced, the asset repository just contains cleaned up versions for the assets and for example the decal art pack was free (not open source) on the garagegames store before. Additionally the repositories contain the source files of some stuff that is in the open sourced main repository.
So remaining are the soldier skins, animations, weapon packs, the cheeatah skins, the zombie packs, the warehouse art packs.
I would donate something to an indiegogo campaign or so, to open source the rest of it as well, but I don't know if the small community will raise enough. On the other hand, they probably will not make money from the packs, since they have no store anymore, but Maybe we will see the Torque soldier in the Unity asset store in the future.
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Maybe some people have noticed already, but there are new repositories showing on the Garagegames Github account: https://github.com/GarageGames
Why do they show now? It looks like those repositories were hidden previously and now are showing. Someone suggested to me, that maybe they stopped paying for their Github account and maybe Github revealed their hidden repositories.
There is a very interesting repository containing all the asset packs from the Garagegames store including source files: https://github.com/GarageGames/ContentPacks
It looks like the content has not been made open source and is still copyrighted, but the source files for the Soldier for example would solve the long lasting problem of the broken collada importer which did not import the animations.
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I decided to integrate the sun glare/screen dirt shader that was posted a while ago in the resource section on garagegames.com it makes things a bit shinier.
For those who do not like it, I added it to the graphics settings so it can be switched off if desired.
Additionally I integrated it into the postFX manager system, so it can be individually turned on or off for each level. I did this mainly to avoid an error that caused a crash when loading a level without a sun flare, but Azaezel helped me to solve that as well. Maybe I will finish the integration into the postFX system later with adding the variables into it as well, so users can tweak it individually, it may be wise since the effects vary from level to level depending on the lighting conditions, sometimes it is too strong, sometimes barely visible, but for now there is a good compromise in the settings.
0Uko8FoJXXs
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@flysouth
There is only a small number of people working on the engine and they do it voluntarily, so there are not really people working full time on documenting things etc so maybe you could offer your help.
Yes, other engines often have examples like a tank with a turret, but if you just drag and drop an already build model with already build code into your project, did you really achieve anything? And it is not that common to have working examples of anything in the engine, often you need to buy it as an addon or from asset stores. I know for example of cry engine having an example tank with turret in the game, you can just drag and drop it, very simple, but if you want to reconstruct how it has been build it will take you a while as well.
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-Importing from blender is just pressing the button "export as DAE" and with other modeling tools it will not be easier.
-Multiple UV maps are supported, I used them.
-Animations works fine, animate in blender, export and set up the animations in Torque.
-Everyone has to make LOD by hand, there is no known tool that automates it all.
-Yes, lightmaps have to be made in blender, but you don't really need them and if so you can utilize the multiple UV map feature for it.
-Sketch tool is not completely useless, it is just bugged. There is also an updated version from JeffR that improves it a lot, no idea how far he is with it. There was also a guy that did a complete game in a game jam with the sketch tool.
-Animated materials work fine as well, you can just click the different animation methods in the material editor and they work.
So yes there are some problems here and there, but your statements are mostly false.

Ngons
in Beginner
Posted
Works without problems, why it should not work? In the end it does get triangulated anyway I think.