-
Posts
1716 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Articles
Docs
Gallery
Posts posted by Duion
-
-
I deleted it without reading it.
-
Did not read.
-
Oh now I accidentally read it, since I clicked on the notifications and it automatically opened the message.
-
I looked at my inbox now, but did not open it.
-
Try it out, send me a message and I will wait a day until I read it.
-
It is quite funny to see how it was made, it is just one model, made out of the same cubes using textures from one atlas texture.
-
Outbox are messages that are out and not received and sent messages are messages that have been sent and also been received.
At least this is what I think.
-
I imported the GTA1 San Andreas files, it is indeed a full 3D model, but it looks kind of stupid at some spots, since it was meant for a 2D top down perspective.
-
My advice would be that you should not focus on making Torque3D better or build demos for it, there may be nobody to use it and make real games, so go straight for making a prototype of your own game, everything else is wasted time.
But first you should clean up your TorqueLab features so it is useable of course ;)
-
Grand Theft Torque
http://i.imgur.com/dKM2tR4.jpg
http://i.imgur.com/TgAdfjk.jpg
-
I would not hope for help for a non existing project. In your case I would focus on making a prototype and then just buy art or an artist to finish it up. T3D developers are very very rare, but art you can get anywhere.
-
Ah OK, that sounds useful. Anyone tested it yet?
-
So far we have not heard of one reason why this exporter is better than the default one.
-
Maybe you need to render a shape or small demo scene in the Gui, since the Gui itself does not seem to be affected by the brightness settings.
-
I can't start a level since I get "d:\newtemplate\torque3d\engine\source\gfx\d3d9\gfxd3d9shader.cpp(91,0): {Fatal-ISV} - Failed to open include '/common/lighting.hlsl'." error
Tried both with a default binary and a binary compiled from your branch, but I was not able to start a level so far.
Also the brightness slider does not work, maybe it works ingame, but not from the main menu and to have a default button that resets every setting you did in the whole options menu without asking you if you want to reset every setting is not a very good idea.
-
Just forget the soldier, it is wasted time. If you want to do characters and animations you should learn how to do it from scratch, otherwise you will never get very far.
-
Sounds like a better approach. You could start with the regular editor and add each feature individually, then test, if it works, add the next etc this way you ensure everything is working and makes it easier to find bugs, since there is a clear commit for each feature.
I would help testing, especially the environment settings sound interesting, since at the moment I save each weather situation as a new mission file.
-
Is there any advantage? The quad and tris thing is just because you did not uncheck the "triangulate" options on export.
-
I always use 64-bit exe, works fine, but I use Windows 7.
-
The layout is already pretty good and it depends much on taste and belief, some prefer call it "data" other prefer to call it "stuff"
-
"How to make an MMO"
-
Maybe it is in the engine somewhere, since there is a texture for it, first I thought the blob is used for basic lighting, but there seems to be already another kind of shadow used for basic lighting.
-
Tutorials for what?
-
Clicks do not say much about how many active users there are.
You have to consider we are talking about a game engine here and game development has a very high entrance barrier.
To get started in game development you need to either be an experienced programmer or an experienced artist or better both, each discipline will take you years to learn and to get good at and even then you still will need month or years to get good with the game engine also.
So your initial estimate of 100-200 is likely more correct, the core contributors are more like around 10 people.
The other pseudo-free engines are only successful because they target what I call the dreamers, mostly young people who think they can make a game, grab an engine, realize they don't get anything done and buy some stuff in their store and then still never get anything done.
So after all of that they can show high numbers of "active" users, but this is kind of faked numbers, the real active and productive community members are always far lower.

Looking for partner(s) to make a game
in Looking for help
Posted
Yes, my stuff is all free to use, there is no need to ask. The art is CC0 and has no conditions and for the code I have no idea yet, I did not add a copyright header myself, since I don't want to make the MIT license worse by adding additional headers that never can be removed because of the license conditions. I also did not write that many features myself, in many of them I had more or less help from others, so I did not feel well in adding my copyright to them.