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Everything posted by Duion
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Video is private.
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You can just dublicate your model and remove the material and name it "collision" or just leave the model that way and set it to "use visible mesh" as collision in the editor. Your ship is not that advanced, so the method I described will work, for more complex geometry you have to build collisionmeshes by hand or use a decimated version as you would use as LOD levels. For example I often use the lowest LOD level as collision mesh also.
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I don't know, but when I opened the files in notepad I could fix them and I'm not a programmer, I forgot what it was, but the exporter in Torque puts some settings into the collada file blender cannot import so you have to remove them.
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Yes they are corrupt, you have to fix them by hand.
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Better learn blender, pays off in the long run.
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Size is an illusion in the virtual world.
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Yes, I have read the post, but there is only those options. Since there is black left in the first image, you need to add more alpha treshhold. What you should do in addition is fill the alpha channel with the color of the hair and not with black, here is a tool that does this automatically: http://www.reinerstilesets.de/programme/halo-remover/ This will get rid of the black outer lines if you use alpha treshhold, your other option is to use transparency and have no shadows at all, but I think alpha treshhold with halo removed will be the best option.
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Check alpha threshhold and use the slider until it is like you want it, or try the different transparency modes.
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Wow thanks, seems to work. Only drawback is when you paint the terrain it changes, but at least it does not get saved later into that file, which is enough for me for now.
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Sounds good, but I have no idea how to do that. I know that you can set dynamic fields for objects in the editor, but I don't know how to do it on the C++ side.
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I need to disable the automatic basetexture regeneration when something is changed on the map, but only in certain cases. My workflow involves editing the automaticly generated terrain level_basetex.dds file to make the terrain more individual and detailed and as a workaround I just set the file to write protected, the problem is if you distribute the game to other platforms the permissions are not kept, so I need a new method now, any ideas?
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Ron Kapaun released some clouds in one of his packs, anyone got them working?
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Now only the top bar is left, since it is still white.
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Even many modern games still just use a skybox, since it looks better, they don't even have tools like clouds as in Torque. I often use a semi transparent clouds texture as a cloud layer, it is good enough for me, here you can see an example: http://www.moddb.com/games/uebergame/images/ruins-dawn-preview#imagebox
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Haloremover has a batch conversion function, it is not that hard to run all your textures through that one time after you are done making them, its all automatic and it is even better than doing it by hand, since it extends automatically the right colors needed to the sides, since textures are not uniform color. But if you do not believe me, you can as well chose a more complicated way to fix this.
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Read the description on the site what it does, yes it automatically fixes your transparent textures to reduce mip-mapping artifacts.
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They are not entirely virtual. Sure you can use whatever scale you want, but there are limitations which suggest to use 1 unit = 1 meter, for example the coordinate system which has a limited digits behind the comma and limited max size for level until floating point imprecision begins to appear.
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Use this tool http://www.reinerstilesets.de/programme/halo-remover/
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The first video is not impressive, he just imports a blank box as "terrain" but otherwise the guys from BeamNG have good artists.
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You ever heard of metric system? 1=1 meter.
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Didn't someone already try this? I think it was LukasPJ, but after some commits into the terrain code he broke something and then he gave up.
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What features are currently in there and how can I test them?
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Beginner 3D Artist/Animator looking for projects
Duion replied to Janders's topic in Looking for work
Have a look at my project: http://www.moddb.com/games/uebergame I'm working on a fully free open source game and about to release the next version, but I'm missing a proper character system, so if you can setup a player model with animations, this would be ideal, but you can also chose anything you want to do. -
Import the default ones and look how it is done or look how others did it, for example here: http://forums.torque3d.org/viewtopic.php?f=24&t=109 he build a shotgun upon the default rifle, there you can see what he added and what changed.
