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NekoDemon117

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Everything posted by NekoDemon117

  1. The trees only need to be 2d in the backdrop outside of the player bounds. Trees in the play area should all be 3d models. 2d is only really (properly) used in the play area for grass, other similar foliage, and very small shrubbery.
  2. @Duion Wow, you are on the snide lately. :roll:
  3. Thanks. I doubled the jumpForce and now I jump higher. On increasing falling damage height, I seem to have gotten what I'm after by simply changing fallingSpeedThreshold from -6.0 to -12.0.
  4. I want to double how high the player can jump. I also want to increase how far the player can fall before taking damage by about 33%. How would I do this in the script files?
  5. by not intended you mean when you hit the brakes, the headlights come on so you can see the full horror on the face of the victim late at night? Oh, deer!
  6. http://fordprefectstowel.weebly.com/uploads/2/5/2/3/25231015/6078343_orig.png
  7. The funny thing is that the video on Atom's website reminds me of the computer consoles in Fallout 3 and New Vegas. Especially after "grandma" in the video changes the text so that it's all green. The same green as the text on the computers in Fallout. The Fallout computers were monochrome and didn't have a joystick, but these "Atom 1.0"s are "The text editor of the future" computers after all. :lol:
  8. I think this is because of the fog banding issue. I discovered fog artifacts (auras) in the sky in the "Outpost" level. What I did was change the day/night cycle setting to night and turn off the "play" setting. Then I went up into the "bridge" part of the building. Then when I look up at the sky after looking down at the bridge, the sky has flickering auras that quickly dissipate. This is infinitely repeatable by looking back down at the bridge, then looking back up at the sky. I can't really show the problem properly with a screenshot, but I could show exactly what I mean if I could get a video recording. Is there a built-in video capture in Torque3D? Also, the ground is still very dark, but the sky looks a lot brighter than it should and some places in the map are lit up weird.
  9. Used the datablock editor and 1.4 works great. Thanks for bringing this up. I am not worried about renderFirstPerson right now, but this will be a major part of my project once I make my player model. I haven't learned how to model a character, much less rig or animate yet, so it's going to be a while until I do that. Anything major I need to worry about during the modeling, rigging, or animating processes, or is it simply a matter of tweaking the player model and eye camera positions to make it look right? @Duion Great to know. Though 90 degrees isn't a setting I would use for normal gameplay as I still want there to be some pitch limitation (just not a lot), it could come in handy later on for making sure my first-person related models and animations are made and positioned correctly.
  10. This may seem like a silly question, but where do I go to change the limit values on the first-person perspective so I can look down farther?
  11. I reproduced your bug. I put an "original" folder in the Torque3d-3.9-bin directory (what I have it named as on my PC). I copied the zip file that I extracted that version of the engine from into the folder, then started it up. Presto. Duplicate entries in level selection. Select a level and load it up, and broken graphics. Just like your picture. I deleted the "original" folder and its contents (the zip file), and restarted Torque3D. Everything seems to be back to normal. You need to store your backup zip entirely outside of the game engine's folder structure so it can't see it. Or it will screw everything up. ;) Edit: Putting the zip in the parent folder that you have Torque3D in (e.g "D:/Development" in my case) does not seem to cause any problems. You just cannot put it inside of Torque3D's parent folder or any of its subfolders. (which for me is "D:/Development/Torque3d-3.9-bin")
  12. I started moving mine all over the place to see if I could get it to break and it won't. I even moved it back to my SSD from my WD Black. I even copied it to my 6-year-old 1TB Caviar Green WD10EARS, and it loads more slowly, but otherwise works the same.
  13. I'm having none of these problems. On the binary version, I extracted the contents out of the Torque3d-3.9-WinBinaries zip folder into a brand new folder I named Torque3D-3.9-bin with no problems. I even did it across disks. I use 7-zip to extract zip files, not the default windows zip program. Maybe you could try that?
  14. That's weird. It looks like bad rendering. I don't have that problem, and I am using 3.9 Release. Neither the full version that I compiled myself from source or the binary download from the wiki show this problem. Do you have the Release version of 3.9 or Dev Branch? What is your hardware? This is what I get in 3.9: http://i914.photobucket.com/albums/ac349/ChrisLong333/screenshot_001-00000.png
  15. I got it working. It was my Visual Studio install. I saw an update in Visual Studio, clicked on it, and it downloaded an .exe through my web browser. I opened it and it reinstalled Visual Studio 2015. I checked off everything just to be safe. Took over three hours. Which it turns out is actually very fast because I forgot to unselect the Android development stuff, which from what I read on the internet is reputed to make the install take about 7-9+ hours. I'm running a 240GB Crucial M500, which probably saved me from it taking all afternoon and evening to install. (versus if I were still running my system off of my 5-year-old WD Caviar Black) Then I did the CMake stuff again not expecting it to work, and it surprisingly did.
  16. Doesn't work for me. Probably going to have to wait for Torque3D 4.0 for the new project manager. CMake Error at CMakeLists.txt:11 (project): No CMAKE_CXX_COMPILER could be found. Edit: CMake version 3.6.0 Visual Studio Community 2015 CMakeError.log: Compiling the C compiler identification source file "CMakeCCompilerId.c" failed. Compiler: Build flags: Id flags: The output was: 1 Microsoft (R) Build Engine version 14.0.24723.2 Copyright (C) Microsoft Corporation. All rights reserved. Build started 7/20/2016 9:51:37 AM. The target "BeforeGenerateProjectPriFile" listed in a BeforeTargets attribute at "C:\Program Files (x86)\MSBuild\Microsoft\NuGet\Microsoft.NuGet.targets (186,61)" does not exist in the project, and will be ignored. Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj" on node 1 (default targets). PrepareForBuild: Creating directory "Debug\". Creating directory "Debug\CompilerIdC.tlog\". InitializeBuildStatus: Creating "Debug\CompilerIdC.tlog\unsuccessfulbuild" because "AlwaysCreate" was specified. ClCompile: CL.exe /c /nologo /W0 /WX- /Od /Oy- /D _MBCS /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"Debug\\" /Fd"Debug\vc140.pdb" /Gd /TC /analyze- /errorReport:queue CMakeCCompilerId.c TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj] Done Building Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj" (default targets) -- FAILED. Build FAILED. "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj" (default target) (1) -> (ClCompile target) -> TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj] 0 Warning(s) 1 Error(s) Time Elapsed 00:00:00.36 Compiling the CXX compiler identification source file "CMakeCXXCompilerId.cpp" failed. Compiler: Build flags: Id flags: The output was: 1 Microsoft (R) Build Engine version 14.0.24723.2 Copyright (C) Microsoft Corporation. All rights reserved. Build started 7/20/2016 9:51:37 AM. The target "BeforeGenerateProjectPriFile" listed in a BeforeTargets attribute at "C:\Program Files (x86)\MSBuild\Microsoft\NuGet\Microsoft.NuGet.targets (186,61)" does not exist in the project, and will be ignored. Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj" on node 1 (default targets). PrepareForBuild: Creating directory "Debug\". Creating directory "Debug\CompilerIdCXX.tlog\". InitializeBuildStatus: Creating "Debug\CompilerIdCXX.tlog\unsuccessfulbuild" because "AlwaysCreate" was specified. ClCompile: CL.exe /c /nologo /W0 /WX- /Od /Oy- /D _MBCS /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"Debug\\" /Fd"Debug\vc140.pdb" /Gd /TP /analyze- /errorReport:queue CMakeCXXCompilerId.cpp TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj] Done Building Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj" (default targets) -- FAILED. Build FAILED. "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj" (default target) (1) -> (ClCompile target) -> TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj] 0 Warning(s) 1 Error(s) Time Elapsed 00:00:00.35
  17. This will be especially good for my system, because it performs much better in straight DX11 than in DX9. Having an AMD-based system, I can use all the optimization and performance gains I can get. I have an AMD FX-8350 Processor with an ASUS Radeon R9 380x STRIX. (the standard one, not the OC version) My spare card (which is the 380x's predecessor) is a Galaxy GeForce GTX 660, so no worries of ever needing DX9 to be able to run my project. The old card was about 3 years old when it was removed, so it still has some life in it if worst comes to worst. (or I get some parts to build a second machine for min-spec/optimization testing) When Space Engineers dropped DX9 support, my performance in that game doubled. I am expecting similar gains from Torque 4.0 when it releases. --- (so I'm not making two posts) --- Sounds like you guys have been making leaps and bounds on Torque3D the last couple of years. I am very excited to see 4.0 and the new PBR stuff, however long it'll still be before it is ready. Especially with it all being free and open source. I wish I had the expertise to be able to help speed up the development of it, but I am barely getting to the point now where I have a basic understanding of everything needed to start developing my game. (writers/artists block and brain fog sucks) My only concern is the difficulty of transitioning from the current material system (Torque 3.8/3.9) to PBR (Torque 4.0). What will need to be redone for that? I remember reading that I will need to make entirely new materials. Will I be able to use the same UVs for them? I haven't made progress in Unreal Engine 4, so I don't really know how PBR works. I have very basic 3D modeling knowledge with Blender. I have a little more (but not much) experience with the old material system through UDK (UE3) experience from a long time ago as well as the tiny amount of stuff I have managed to get done in Torque3D between versions 3.5 and 3.8. All I have done successfully up to this point is boxes and a sign. Oh, and a low-poly (UT2004-grade) fantasy redcap magic mushroom with a basic digitally painted texture I did back in 2014 that I lost the files to. I'm planning on reattempting the latter soon. I'll post the results of that in a different thread in the appropriate forum if I end up with something at least as good as I had before.
  18. @Johxz I would like to know that too. That is one of the things that has been on my "wishlist" for a very long time.
  19. http://www.torqueterrains.com/ ?? Perhaps?? Yes, that's the site that my lost file collection came from. It probably didn't show up in Google because I searched for "torque terrain" and not "torque terrains" (plural). Thanks for the link.
  20. I thought I found a source of free terrains a few months ago, but now I can't find it. I can't find the files I remember downloading on my disks anymore either. Google searches are only coming up with documentation pages. Anyone know what website that might have been on? I don't remember if my lost collection had it in it or not, but I am specifically looking for a terrain and a sky texture (for Scatter Sky) that closely resemble a place like Uberwald. Or another similar area that looks like a gothic-inspired version of Romania, Hungary, Austria, Czech/Slovakia, Germany, and/or Poland. (in no particular order)
  21. LMAO No idea because I'm not having that problem. @Duion The Hello Kitty theme is under User Control Panel -> Board preferences -> Edit global settings -> My board style: K_Kitty I tried it and it has a very narrow window width that doesn't adjust with your screen resolution. My laptop only has a 1280x800 screen and the Hello Kitty theme looks narrow on it. Images also get cut off because the active area of the window doesn't expand. Luckily, when I changed the theme to Torque3D Red, it kept it even after logging out and logging back in. Speaking of Hello Kitty, It would be funny if somebody put this in Torque3D, complete with iron-sight aim mode. Edit: Or, even better, this: http://en.rocketnews24.com/2015/10/27/hello-kitty-as-a-custom-assault-rifle/
  22. I know what you meant - all of the UI for the editor is kept in the same type of UI files that the game uses. They are the same. Identical. Edited with the same tool. The editor UI was created with the provided GUI Editor. They are kept in the TOOLS folder of the project - that's where the editor scripts and UI files are kept, because those are tools and they belong in the tools folder. You do not need Visual Studio - you can open them in Torque's GUI Editor. Because they're the same as the game GUI files. http://i914.photobucket.com/albums/ac349/ChrisLong333/F11%20Editor%20GUI.png
  23. I'm just not sure if I did it right, especially with collisions not working right in the Pacific Demo. (it won't let me into the cave) Though that could be because I'm using Bullet instead of PhysX. Is there any known issues with using Visual Studio "Community 2013" with Torque3D's 2012 files and letting it "upgrade" the libraries before compiling?
  24. I have this exact problem. To get the .exe, I had to compile my project through Visual Studio 2013 using the Visual Studio 2012 .sln file. That was how I got access to Torque 3.7 to test and profile the Pacific Demo.
  25. I couldn't find where to attach files on this forum, so here is a Mega link. My performance was even worse this time, so hopefully it will have the information you're looking for. https://mega.co.nz/#!k5VGGDZK!Y1JfzMDro-0unnX5VGuT0xPn5w-9T6wLg9QY6sd9y-0
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