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Duion

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Everything posted by Duion

  1. Yes, the lightmaps thing will be very difficult to realize, maybe a little easier if you have purelight, but not sure if it is worth that cost. I would import the models into blender, add a second UV map and use lightmap unwrap, blender has already an automatic function for that, it will unwrap the model for use with lightmaps. Then I would place lights where lights should be and then bake lightmaps, but then you would face the problem, that torque needs that lightmap in each material slot as lightmap, this system only works well if you use one atlas map for the whole model, otherwise it will be a pain. So overall it may not be worth the effort. I tried lightmap baking the ambient occlusion into my buildingsite map, but then found that the Torque lighting with SSAO gives a decent result. First I would try to replace the many blank surfaces with actual textures, it may give the greatest visual improvement, you have many plain white or red surfaces, they are pretty aggressive to the eye.
  2. I tested it now for a bit, but there is a lot of issues, I will list some: -controls menu is broken and crashes if you try to rebind a key -audio options crash if you try to change to xaudio -mouse sensititivy lower by default, most people have gaming mouses with high dpi -mouse sensitivity slider is broken, cannot be adjusted -drop camera at player and drop player at camera should be disabled for a final game F7 and F8 -esc key does not work to exit the game -fps counter should be off by default, this is a debug feature -remove default ouh that hurts orc sound and it should not be played on unmount player -the movement system with right mouse button and free look is bad, should be default shooter like, most of the time you will need default shooter perspective, only in certain situations you need freelook which ithen should be enabled with a key -you can fall into the void on some places for example if you are on the bridge and jump down the stairs in the room behind -space cubemap could be better, it should be rendered to the cubemap so the proportions of the stars stay correct, at the moment you can see that it is a cube, since it is just 6 sides of plain textures welded together, so the proportions of the stars are wrong -after I died and respawned the controls where broken an the player constantly punches and kicks into the air -you should not be able to jump out of your shuttle in space So overall I had a lot of problems getting the game to work at all, since all the options menus are broken and I did not know what buttons to press and could not reassign them and I could not exit the game, since escape button was broken and I did not know how to respawn, so I used the F7 and F8 keys which should be disabled for the game, they are debug features, but after I did that the player constantly punched into the air, so I had to kill the whole process of the game manually and restart it all.
  3. Yes, it works now, I thought I did not need windows 7 compatibility mode when using windows 7...
  4. If you look closeley you will see for example the hills go out of focus, or the ruins if you look into the distance, it is not very strong, since I did not want to overdo it.
  5. I can't launch the game, it closes or crashes without any specific error.
  6. Let me give you an advice from years of experience: Don't bother with the default assets, especially the soldier. Get yourself a character creation software, such as Makehuman and export yourself a character and use that one.
  7. You need to generate a project and compile the engine, then you launch the executable inside your projects folder. Alternatively you can download a precompiled version for testing and playing around. Look into the Templates/Full folder, this is the full template, either there is a binary in there and if not you can check the downloads page and download the binary version, this will have an executable binary in the templates folder. http://wiki.torque3d.org/main:downloads
  8. I already released a new version of my game with Linux 64 bit some time ago.
  9. Yes, it is open source.
  10. I have it active in my desert ruins map in Uebergame.
  11. Just activate it in the postFX manager, it is avilable in T3D by default, or what do you want?
  12. Have you considered on UV mapping that whole ship and bake lightmaps for it? This would improve the visuals greatly.
  13. Can't wait to test it, the amount of content and features looks promising. It looks like the indie version of Star Citizen ;)
  14. Normally you set it up correctly while modeling the character, otherwise it will be complicated. I used a bone parented to the hand bone, so the rotation stays correct all the time.
  15. I have no idea about that stuff, but it looks like the thing that causes problems in my game as well. If it fixes the issue and does not break anything why not? Did you test if it solves the issue?
  16. I used the search all files function to search for "particleData" in my whole project, I don't think I missed any one of them. I get the warning like 3-4 times, already tried to not executed some particles to see if the warnings get less, but no success so far and I did not have the patience to repeat that for every particle in the game.
  17. I checked all of my particle datablocks, so that this does never occur, as well as that times[2] is never smaller than times[1] etc but the warning is still there.
  18. Duion

    Player scaling

    What I found is, that the physics engine needs some kind of tolerance for collisions. In datablocks they are named "collisionTol" and "contactTol" , so maybe if you scale the player it's tolerance gets too small and so sometimes falls through.
  19. Duion

    Player scaling

    How did you change the scale? When you change it manually it works, the problem is, for the moment the change is happening the collision is disabled and the player may fall through, like if you change the size of an object you stand on, or scale yourself.
  20. I changed every particle datablock, so that everything is in order, like colors[0]-colors[3], then sizes, then times and made sure that each number has all 3 states, but the error still happens.
  21. I don't really know if those values are relevant, since it worked when I tested recently with wrong values, but I also had crashes because of wrong values for file paths in the prefs.
  22. Sometimes when trying to connect in my game I get Connection errors that go like: They happen only sometimes and only for certain people, it seems kind of a probability issue, where some of the data in the network stream gets corrupted. I already solved another similar issue like that, by just moving the datablock to another file and executing it separately.
  23. I get a bunch of those in my console log as warnings, I think it means that times[2] is smaller than times [1] in some particle datablock, which should not be the case, since the time can only increase. The problem is now, that I checked everyone of my particle datablocks, but in none of them times[2] was smaller then times[1]. What I also wonder is why ParticleData has no name and is logged with "null".
  24. Can I force update some of the user preferences somehow when a user downloads a new version of the game? I changed it so the user preferences get stored in the users home directory independent from my game, but now I plan to change some of the values, but when someone who had a previous version of the game upgrades to the new version, he keeps the old preferences, so I need to force overwrite them with the new ones somehow. Especially this one for example is annoying: $pref::Video::unavailableTexturePath = "core/art/unavailable"; I moved that texture to another directory, but if someone with an old prefs file opens the material editor the game crashes immediately, since he has the old path in his settings.
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