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Gibby

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Everything posted by Gibby

  1. Hola Seamus: As a MacHead, I'll give you the honest answer, short and long. short answer: Yes you can get T3D to work on OSX. long answer: Yes you can get T3D to work on OSX but it's a lot of work. There's a handful of brilliant minds working on T3D and a smaller handful of us testing/using the result of their labours. I can say that an out-of-the-box, working project for xCode is on the horizon. Having said that, you'll need to be at least an 'advanced beginner' with both xCode and CMake to be able to use it or any other 3D source code. You'll need a version of Windows on one of your Macs or a stand-alone PC as well to get a lot of the workflow going - it's simply unavoidable, no matter what engine you use for game design, whether it's T3D, Unreal, Unity, etc. FWIW I held out for many years using Maya, Blender, etc., but found it's worth having Windows somewhere not only for testing your work but for apps like Ultimate Unwrap, Milkshape, Fragmotion, and the like. As of this posting, I've had a 10.6+ version of my project running with all but a few shader-related features for about a year now, fully network-compatible with Win7+. In all fairness, while I'm no code guru, I've been tinkering with the engine and xCode for over a decade and know the quirks of running Torque engines on a Mac. FWIW it was TGE that got me started compiling my own apps back in '02 using CodeWarrior, and used it to not only compile for OS9, but Linux and Windows as well. I would reiterate what Buckmaster said - if you want to download an engine, open the level editor on your Mac and get busy, you'd best try Unreal or Unity (I've used both on both platforms, prefer Unreal - just sayin'). If you're down for the DIY and want total ownage of your Intellectual Property, then this is a great place to get dirty...
  2. Greets All: I'm trying to compile a stock 3.6.3 'Full' project in VS2010. The projects are generated with PG2.1. The Debug version compiles and runs as normal with no errors. When I toggle to Release and try to build, it runs without errors 'til the end, when it gives me this: I can then run 'Build' again and it will say no errors I see a .exe file as a result of the second build yet when I try to run it the .exe file disappears and I get a 'precompile failed' in Torsion, as a result of the missing executable... any help would be most helpful...
  3. @Lucas: Thanks for this! Worked perfectly out of the box!
  4. Between Preview, through 1.1, 1.2, then the MIT versions, there's been numerous changes. At least now it seems to be going in a consistent direction - the 'sickhead' years were rough, as many things changed without much notice or discussion... and yes, very glad to see walkabout in 3.7 [isn't it in there now?]
  5. @AndyWright: BTW in answer to your question, land-based vehicles use Walkabout/Recast, airborne use pre/random generated paths and seaborne a combination of the two. Some of the effects such as D-Day style landing craft, submarines and rescue flyers use pathShapes and forcePaths as well. It's not as intensive as Deepscratch's 'Drive AVK' or BeamNG's 'Drive' so there's no decal-following, advanced physics, etc. Just some simple code mods that allow you to play with simple vehicles...
  6. Sean Rice and I had one nearly done some time ago, but life and the endless changes in T3D held it up. We've recently worked out releasing it on Github, and I'm updating it to 3.6+ now. It'll include a rigged/teamed jet/space plane, a hovercraft, a handful of support models plus some changes to the scripts to allow multiple weapon mounting/firing, as well as basic vehicle AI. I have a blocked out level to test my paths on but would like something good-looking to use ;) @AndyWright: I'll hit you up later this weekend...
  7. Well since you asked, I need a test terrain to use for testing/showing off a vehicle kit I'm releasing on GIT. It's a basic vehicle starter kit for T3D 8-) with hovers, flyers, spaceships, submarines, Mechs, etc with AI for each type.I'm finishing up the scripts/code now, and have been using some rough test levels as well as some of yours - something dedicated that works with the scripts would be great...
  8. @Steve: Muchimas Gracias! Dunno why I wasn't able to get the ribbon to mount to the weapon - seems to work fine now using your scripts...
  9. @Steve: Thanks for this! Care to add a riibbon to the projectile? I'm still struggling to make mine work...
  10. Gibby

    Better Foliage

    Looking forward to seeing what you do with this Jeff. I worked with Cry for quite a bit and came back to T3D - still missing the environments from CryEngine...
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