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Posts posted by Duion
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Found this old feature in the resource section from garagegames.com. Even though the code of Torque3D seems to have changed a bit, I could get it to work on the first try. Then I just had to build some particle effects and cut together some sound effects that fit and there we go.
It is quite fun to just shoot a player with a 0 damage weapon and watch the blood spill. I tried to find a good compromise between realistic size and big enough so it can be a visual indicator for player hits.
The particle effects are a combination between smoke, impact blood explosion and blood droplets that spill out at the side.
rziDS9Uo2zs
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I had to reorganize all my roadmaps, since Bloodknight cowardly run away and I had to do all work on my own, so I did not really know what to post.
But now since I finished all of the code restructuring and merging features, I can start making plans again.
Roadmap of planned features for version 1.0.6.0:
-Sets of inflatable paintball barriers (done)
-One big paintball facility with multiple fields, which takes part on all fields simultaneously (done)
-4 fields for teamplay that can be individually played as a separate mission
-2 deathmatch arenas each as separate deathmatch mission
-New skins for the paintball player (done)
-1 or 2 new engine side features, I planned to integrate player explosions if a player is hit and maybe something else
-eventual bugfixes here and there depending on how serious the issues turn out
So overall I just plan to add much more paintball content and some little tweaks.
Here is a screenshot of what the paintball fields will look like, since large parts of this roadmap are already done:
http://www.moddb.com/games/uebergame/images/pb-gummifeld-prev-04#imagebox
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So Torque had internal lightmapping support once?
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Yes, that hall is one of the best things I have seen so far in T3D. But I still wonder how it was made, if it has baked lighting etc.
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If you have a good skybox, half of your level looks already good and you did not even make anything yourself.
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The issue appeared before, look here: https://github.com/GarageGames/Torque3D/issues/398
I think it had to do with using another physics module than stock, like physX or bullet.
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I had this issue before, no idea why that is, can you try reloading the level and see if it solves itself?
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That statement was sarcasm ;)
However if someone really wants it back, someone could upload it again, since it is MIT license, so there should be no problem in bringing it back.
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One more suggestion, I would first focus on building a game, in case you are doing that and test out your assets and fix eventual issues and optimize them.
The sandbag has a 2048x2048 texture for one sandbag, that is far too much, all my sandbag barriers in my game use on single 256x256 texture, which is totally fine.
Of course you should keep a high resolution base texture, but I have a high res version of it, that is only 512x512, which is fine for that as well.
If your models then reach a gameready state sometime later, you can consider uploading them somewhere, like opengameart.org, it will also give you and your eventual game a bit publicity.
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You need to provide the source files for the models as well, otherwise they are not open source, at least the .dae files or better the blend files in case you use blender.
Then you can upload them to opengameart and select "CC0" as license, this means public domain and has no restrictions.
Github will not be suited, since you will not get many visitors there. There is also a subreddit dedicated to free game assets: https://www.reddit.com/r/gameassets/ but it is not visited a lot, so I would say opengameart and blendswap in case you are a blender user, will give you the most publicity.
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He looks like he has been burned.
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It is gone.
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You should mention what the conditions for those models are, are they just free or are they open source? If so what license are they?
If they are open source, there are sites dedicated to such things like http://opengameart.org/ or http://www.blendswap.com/ in case you use blender.
You can upload models there and specify a license, you will get a lot more downloads there.
I'm always interested in free models, but only if they are CC0 licensed, but those are rare, so I build most of my models myself.
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[mention]Jason Campbell[/mention]
Your shotgun model is in the latest version of Uebergame, so in case anyone wants to see it in action, he can try it out.
I modified the model a bit, reduced some polygons and removed the texture maps since the UV maps were broken somehow. I used only the model and made my own scripts and sounds, but still a decent placeholder.
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Did you roll in the bugfix?
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I think regular players will not notice the shadow update every x seconds, it took me 200 hours playtime in Skyrim to notice it and I see a lot more than regular players.
But the flickering in Torque is barely visible, if you make the shadows very smooth, only some diagonal shapes can get very bad.
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Not entirely @Duion, but there were some changes that reduced the flickering effect.
The resource on this page should already be an improvement: http://pastebin.com/LfqdCC0B
I don't really know what this does, but it looks like it reduces the ugly fizz-noise and replaces it with a more banding-blend effect. If you use a very soft shadow it works almost fine, but on some places you still see flickering going on.
However thanks for the code, maybe I will use it later.
PS: The trailer is looking good.
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@Nils
You said you use time of day, did you solve the flickering issue with the moving shadows? When I tried it, I noticed the moving shadow caused a flickering at it's borders due to bad filtering algorithms. Only with very high shadow resolutions it was halfway acceptable, but you could still see flickering if you look close and shadow pixels popping in and out.
In the game Skyrim they solved it by updating the sunlight only every 10 seconds or so, so the shadow will stand still for 10 seconds, then move a bit, which causes some flickering and then stand still again.
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Is that PBR already? I have the feeling it looks better than the old screenshots, but can't really tell.
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So it is like an auto replace operation? I'm already used to it, since if you use the full path name to the asset, often you will need to update it, if you move assets around, so you have to search the whole object and replace all the path names in the objects used then.
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What changes are there that would break the art pipeline? Only thing I know so far are the PBR textures, but this can be solved with a slider to adjust roughness and metalness for each texture, it is not as good as a roughness and metalness map, but it should work, right?
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Looks fine so far, the only things I notice is you could set the camera to smooth rotate in the future, it is a bit better for trailers and the turbolift needs a door. I know it may be hard to do, since the lift is already a moving part, but maybe you could make an animated mesh or make the door a second elevator, so it can move differently and open itself on arrival.
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I have seen much bigger if/else blocks from steve.
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Whats wrong with the C++ ?

Closing in on 3.9
in Torque 3D Announcements
Posted
I don't think it is a nightmare for artists, I found it one of the easiest engines from the artist standpoint, just build your stuff, drag and drop and done. The nightmare only starts if you want to code new features.