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Duion

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Everything posted by Duion

  1. Someone was working on a terrain stitcher, no idea how far that is.
  2. Duion

    "Store"

    My whole point of people starting funding campaigns was to keep them away from selling their stuff in a store fashion so it can benefit the development of the engine. If we are honest, people will not sell many items since there are not many Torque users, so instead of that better sell them through a funding campaign to make it open source, so people who want it will get it for sure and later it may become open source and benefit all.
  3. Isn't there a blob shadow by default? There is a texture for it at least.
  4. This will be the long term goal anyway, but this will be up to the people making an actual game out of it. If you can use it in the editor, you can use it in the game, but I don't know how hard it would be to make it networked.
  5. Why you would want simple blocks, if you can have smooth marching cubes? It may be a bit hard to integrate into the game mechanics, but having a volumetric terrain in the editor would be a big advance, since you could have cliffs and caves.
  6. Duion

    "Store"

    I'm not so much a fan of a shop, for non essential things like art assets it may be fine, but engine enhancements should go into the main repository. A subforum may be fine, where people can post their campaigns with link to their Indigogo, where people can pledge.
  7. Yes, but if you would want only the rendering, you could do that in blender and export as static mesh into the engine, the main feature is to have it all inside the game engine.
  8. None of those, I think the main feature is the voxel terrain which can be edited, if you render it smooth or like minecraft is optional. Second feature that people may want is terrain paging.
  9. I asked some programmers, if they can integrate it and if for how much, they said, they would do it for around $1000. Maybe Bill Vee will sell his integration, but I was not able to contact him. So how about a crowdfunding campaign?
  10. See that "Color" square next to the diffuse map? Change it to white. It is changed to grey, that is why the texture is so dark. And you use the wrong one, you put it into the detail normal map, but it needs to be in the detail map. But overall I would suggest you to adjust the UV-map sizes in your modeling program and use a regular texture without detail layer.
  11. Do you see that "Detail Map" field down there? And do you see the text "Scale" as well? You can try that, but you may have to setup your material different then, the detail map is similar to a terrain detail map.
  12. They may have the same material name, so it cannot get applied for both, since one overwrites the other and I would not apply other materials to shapes in the Torque3D editor, since this can get messy sometimes.
  13. Click on the model, open material editor, apply the texture and save.
  14. So where do you build your model? Randomly somewhere in the coordinate system? Of course not, you build it at the center, so it is properly aligned. Alternatively you can use a mountpoint, to mount the shape on.
  15. And from where is it placed on the eye node? From the center or a mount point.
  16. Of course they are, at the center of the coordinates system or a mountpoint.
  17. They have to be at the center, that is most important, since that is where the model gets mounted on, you can also define an extra mountpoint, but center is easier. You also need to reset transformations and rotations, in case you have something applied.
  18. That is all inside the full template. What do you mean with "legacy lines" ? You can just remove stuff you don't want.
  19. First person arms must face the positive y-axis and be located at the center of the coordinate system.
  20. You could integrate that old hitbox resource into Torque3D, many people would thank you for that.
  21. I think exporting the animations as single animation files is the best way to handle it, this way you can exchange and fix single animations without touching the whole thing and also re-use animations for other models later.
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