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Everything posted by Mud-H
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Interesting :) Are they really GTA cloned city models or made to build a GTA like city? And GTA 1 and GTA 2 are only naming for the pack I guess, because if I recall correctly GTA 1 and 2 were strictly 2D...
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Yeah, I have to agree with that, mostly the fact that T3D Developers are very rare. Anyway, I was not looking for help specifically but more for peoples with who I could team up to develop a long term game development relationship. (and make games :P ). Also, I should avoid that kind of posts written on the fly but on another hand, it made me think about the future and it's a good thing. I tought about closing/deleting the post first thing this morning but I might keep it there and see what feedback I get. I couldn't get back asleep because I kept thinking about my previous failed collaboration and I can't let that repeat again. Working on a game with no budget is something that can't be really done with a random team, I think it need to be with peoples you already know well and know what to expect. I should rather focus on helping this community making Torque3D better, I don't think T3D have the credit it should have... It's a great engine for those liking freedom and scripting, it's just need some better tools to get back closer of other engine and It's where I should collaborate with others. Also, I think it already have been discussed, but it could be nice to have some nice little demos of different genres to offer with the engine. I'm not trying to start a discussion about it here, just saying that It could be something on what I could contribute in the future. So, I keep the post intact but I understand that it's very unlikely to find what I'm looking for now and here. My initial expectation were quite low but I tought I had nothing to loose... It's just that I became a bit frustrated about my supposed "partners" who always promish everything and never deliver...
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I gave a try to the free DoorClass from http://www.richardsgamestudio.com/ and I couldn't get it to work. I tried to debug it and I notice that the Door::advanceThreads(F32 dt) function is not called and it contain important code to deal with the opened/closed state. I tried different things but got no success to get the advanceThreads call. I have been able to make it work by using the onSequenceEnd callback and hidding the ColMeshes with the script but I'd prefer to use the code.. Anyone have an idea about what's is happening? Something have changed in this area recently? The parent ShapeBase::advanceThreads(F32 dt) get called, shouldn't the Door function be called before since it's a child? The function is public and from previous experience, it should be called...right? :oops: I think the code setup is made so that only the Door::advanceThreads(F32 dt) get called, what you think is missing? You can grab the DoorClass files from there: http://www.richardsgamestudio.com/downloadDoorPack.html
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This was with the PBR branch which have now the D3D11 in it (PBR_D3D11 is gone). Well, there's no hurry and I haven't test it further yet, I have enough to do and trying to avoid distraction. Tomorrow I will at least try with stock editor to see if it's a TorqueLab issue and if not, I will try to reproduce on the outpost demo. If TorqueLab is the cause, I will try to see what it do differently.
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I'm just curious to know if there's any T3D developers who'd like to collaborate on a undecided game project. There's nothing official about it, I'm just exploring the possibility to work with other developers. Last year, I took a game development break to refine my modelling skills since I never found a serious modeller who don't dissappear after few weeks and my plan was to get back at game development at start of 2016. For the last few weeks, I have been slowly preparing myself and tried to motivate some peoples that I'm suppose to make games with but I don't see any motivations from them... Type of game I'm looking for Anyway, I'm currently thinking about different prototypes/ideas I have and I'm trying to figure which one I will use for my next game development attempt. I have been working mostly alone since I started learning T3D and I tought that I have nothing to loose to post about it and maybe catch the interest of a serious T3D developer wanting to make a game. I have no particular preference for the type of game I would develop but I have a list of limitations after previous game development attempts. (Mostly from my ). Well, it's not a complete list but here's the 3 main "limitations": No direct multiplayer - It make it complicated to organize testing and providing support. Then after release, you have to continuously provide support and fix exploits... No realism or competing with AAA games - I want a simple indie project with a nice and simple artistic style No open source game (Talking about the anyone can contribute type.) Could be a free game with some PayToPlay stuff) About me Now a little about me... First, I'm a french canadian from Montreal area so don't expect perfect english from me. Over the years I learnt every aspect of game development but I'm not an expert in all of them. My speciality is definitly scripting, I'm getting quite good with low-poly modelling(3ds max) and texturizing (Photoshop/Substance Designer), I'm also good for general 2D arts with Photoshop. I'm not a skilled C++ coder but I know how to adapt the T3D code for my needs in most area. I can also develop nice websites using Joomla or anything PHP/MySQL related. The area where I'm not very good is writting and documenting. T3D Projects experience For those who don't know me, I'm working on a enhanced T3D editor called TorqueLab, you can see a bunch of video on my youtube channel: https://www.youtube.com/channel/UCGR60uu-oows37p5FzJ7_-Q/videos . I have never completed a game but 2 years ago I worked "alone" on a racing game called . I don't have somekind of Portofolio showing past works but for the last 2-3 months, I'm working on levels for an old project called Dark Territory which I have no intention to develop it as a game (for now at least), I simply want to have something to show in case a good offer come. What I'm looking for? Well I'm looking for serious developers who are quite skilled in some aspects(3D, 2D, Coding, Writing, etc). Ideally, a very good programmer or someone with strong writing skills (Game design documents, documentation, etc). I'm not looking for beginners even if highly motivated, I have lost enough time trying help new game developers trying to get motivated... Anyway, nothing official here like I said so you have nothing to loose by asking. I will be carefull because in the past, I got easily excited with possible collaborator to realize shortly after that it wasn't the type of person I needed. Also, even if you are not sure about the idea, we could simply investigate possible game ideas with no engagements. Also, I do have an unrelated 40hours/weeks job so I can't be working on games all days but almost 100% of my free time go in game development stuff. Ok, That's it for now! I might post a more specific "looking for help" in the incoming weeks once I decided what would be my next game development attempt.
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Just found the Pull Request Guide on the torque3D website: http://torque3d.org/contribute/#pull-request-guide
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Yeah I remember about those, It's hard to forgot when they are still present in my TestGui but without the code. Get some nice red console errors. 8-) I will give it another try but last time, I couldn't figured how they work... Can you explain briefly how to setup those Gui Controls together? That's another area that I'd like to contribute, enhancing the GuiControls. I already use some basic enhanced Gui for my personnal project and I should clean them up and share it with others. I guess I could also submit PullRequest for the basic enhancements that I'm confident about (Some have a newbie coding style...) but I don't know how to do PullRequest professionaly, is there a tutorial/guide about it somewhere? Also, I'm not sure about what your NodeGraph GUI works, do you have an example video of a tools that use similar Gui than what you have in mind?
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Thanks! I can now load my level with D3D11, everything is fine except 1 or 2 materials are weird. I think I played with vertex lit parameters on those. But then I launch TorqueLab to fix those materials and the rendering became very weird... It stay the same when I got back into game. Here's a screenshot, It's like if the view from when I open TorqueLab got lock into the rendering(You can see a House Ghost iin background)... Also it should not be that dark. http://mud-h.com/miscweb/t3dforum/Misc/D3D11TLabBugA.jpg Any ideas about what is happening? :shock: Oh, and also my screenshot no longer works Screenshot module not initialized by device Anyway, take the time you need, I can live with D3D9 for now... Edit: I tried to load the same level again without leaving and now 95% of materials are black.
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Thanks for the infos! I like your source codes links but I have no action to take, right? it's only to help me understand. Btw, did something changed for the editor script in the 2-3 last months, I haven't updated my editor script in a while. Also is there a way to get the texture format from script side so I can detect those badly exported textures and remove them from material before it crash the engine(In Debug)?
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Sorry for being annoying these days... Still haven't been able to load my test level in Debug after 2 hours of trying. I'm almost there but this time it failed to compile shader using DirectX11 (I never test my game with D3D11 yet, I forgot to change my render options to used it). So here's what I get in console: Constant Buffer Name: $Params Variable Name $diffuseMaterialColor:, offset: 0, size: 16, constantDesc.Elements: 1 Variable Name $alphaTestValue:, offset: 16, size: 4, constantDesc.Elements: 1 Variable Name $matInfoFlags:, offset: 20, size: 4, constantDesc.Elements: 1 Variable Name $vEye:, offset: 32, size: 12, constantDesc.Elements: 1 Variable Name $oneOverFarplane:, offset: 48, size: 16, constantDesc.Elements: 1 Variable Name $visibility:, offset: 64, size: 4, constantDesc.Elements: 1 Compiling Shader: 'shadergen:/d062ebf5_V.hlsl' failed to compile shader: F:\T3DProjects\T3DLab\My Projects\GameLab\game\shaders\procedural\d062ebf5_V.hlsl(27,33): error X3536: Duplicated input semantics can't change type, size, or layout ('TEXCOORD0'). f:\t3dprojects\t3dlab\engine\source\gfx\d3d11\gfxd3d11shader.cpp(922,0): {Fatal-ISV} - Unable to compile shader! Here's the content of that procedural shader, I think there's something wrong with the TEXCOORD0 used twice in VertData struct: (I have attached the full file) #include "shaders/common/lighting.hlsl" #include "shaders/common/torque.hlsl" // Features: // Vert Position // Base Texture // Specular Map // Bumpmap [Deferred] // Deferred RT Lighting // Pixel Specular [Deferred] // Visibility // HDR Output // Hardware Instancing struct VertData { float3 position : POSITION; float tangentW : TANGENTW; float3 normal : NORMAL; float3 T : TANGENT; float2 texCoord : TEXCOORD0; float4 inst_objectTrans[4] : TEXCOORD0; float inst_visibility : TEXCOORD4; }; what are those procedural files exactly? I remember a while back, there was some options about how to manage the procedural shaders, do there's still something about it? Edit: Okay, I understand already a bit more about procedural shader after examinating the shaderFeatureHLSL.cpp file but hard to read.. Here's how I think that procedural file should be to avoid the crash with my limited knowledge struct VertData { float3 position : POSITION; float tangentW : TANGENTW; float3 normal : NORMAL; float3 T : TANGENT; float2 texCoord : TEXCOORD0; [b] float4 inst_objectTrans[4] : TEXCOORD4;[/b] //Was TEXCOORD0 but seem to be related to TEXCOORD4 in the shaderFeature file [b] float inst_visibility : TEXCOORD5;[/b] //Was TEXCOORD4 but in ConnectData it's 5 so I took a guess... }; struct ConnectData { float4 hpos : SV_Position; float2 out_texCoord : TEXCOORD0; float3x3 outWorldToTangent : TEXCOORD1; float3 outWsPosition : TEXCOORD4; float visibility : TEXCOORD5; }; EDIT2: Can't run the D3D11 renderer in Release either, I switched back to D3D9 and everything work fine. procedural.rar
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So I took some time to think about the latest discussion and I think I will forget about the "Lite" version of TorqueLab running on current editor. It's to much work to figure how to update the stock editor without modifying a lot. Instead, I will start working on a completly new editor from scratch but I will do it step by step so there's always a stable/bug free release for testing. I will work on it based on Jeff suggestions and see how it goes. For sure, once the basic features are implemented and stable, I will consider adding some feature borrowed from TorqueLab. About TorqueLab, yesterday, I played a lot with it and realized it's quite stable and a stable public version could be done without much works. I would simply remove the "Under Development" features and keep those on a development branch that anyone would be able to try at their own risk... About the documentation, I will try to work on something for the features that needs a documentation. Most of basic feature works like they do in stock editor so no need to explain. I will simply document what need instruction to use, for example,the AmbientGroup system I added, it would need some instruction about how to add the game scripts in your game files. I will try to get a fresh release on GitHub for Thursday but no guarantee about 100% bugfree yet...
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EDIT: I was all wrong if you read previous post version When running in DEBUG, I get an AssertFatal in gBitmap.cpp engine\source\gfx\bitmap\gbitmap.cpp(778,0): {Fatal} - Bad internal format The mInternalFormat that cause it is: GFXFormatR5G6B5 In bool GBitmap::getColor(const U32 x, const U32 y, ColorI& rColor) const there's no case for that format but in a previous function call (That I can't find anymore but was used in my previous post...) there was a case for this format. Should it be add in the getColor function or should I find out which texture cause it and update it? This is on the latest PBR branch code. I've got it previously and I simply changed it to AssetWarn to not "break" the debug session. EDIT: Changing it to AssertWarn didn't work this time, I had to stop the debugging after a while of getting the AssertWarn. I have 450000 of those in my console.log... f:\t3dprojects\t3dlab\engine\source\gfx\bitmap\gbitmap.cpp(778,0): {Warning} - Bad internal format Found out the texture that cause it, it's a texture I use for smoothness, the getColor get called after GFXTextureManager::createCompositeTexture. I know some of my texture are wrong... do the roughMap, aoMap and metalMap should all be greyscale? . The code I post first was from checkForTransparency, I don't know why VS sent me there, it's not in the callstack but the problematic format is listed there. bool GBitmap::checkForTransparency() { mHasTransparency = false; ColorI pixel(255, 255, 255, 255); switch (mInternalFormat) { // Non-transparent formats case GFXFormatL8: case GFXFormatR8G8B8: case GFXFormatR5G6B5:
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But this commit is already in the current D3D11 code and I shouldn't worry about it or should I? And is there somewhere explaining what are those GFX draw types or a good documentation about how the GFX works in T3D or common engines? I really need to improve my knowledge in this area... Anyway, out of topic, might post about it somewhere else...
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Ahhhh, I will do a test on my clean T3D Installation by running only the D3D11 branch. Might be from PBR specific code then or could it be a local hardware issue? Yesterday, I was wondering why the PBR FullTemplate demo was telling that my renderer was D3D9 in the window title so I reinstalled my GFX drivers but then I realized it in console that D3D11 was found: Direct 3D (version 11.x) device found so I tought it was something not updated. But after a sleep, I tought maybe I had to change the graphic options... and yes I had to but it change nothing (A chance because I would have been very angry about myself...) EDIT: What DirectX SDK I should be using? While compiling the updated PBR branch I got some console warning I never saw before: 1>c:\program files (x86)\microsoft directx sdk (june 2010)\include\dxgitype.h(12): warning C4005: 'DXGI_STATUS_OCCLUDED' : macro redefinition (F:\T3DProjects\T3DLab\Engine\source\gfx\D3D11\gfxD3D11EnumTranslate.cpp) 1> C:\Program Files (x86)\Windows Kits\8.1\Include\shared\winerror.h(50092) : see previous definition of 'DXGI_STATUS_OCCLUDED' 1>c:\program files (x86)\microsoft directx sdk (june 2010)\include\dxgitype.h(13): warning C4005: 'DXGI_STATUS_CLIPPED' : macro redefinition (F:\T3DProjects\T3DLab\Engine\source\gfx\D3D11\gfxD3D11CardProfiler.cpp) 1> C:\Program Files (x86)\Windows Kits\8.1\Include\shared\winerror.h(50101) : see previous definition of 'DXGI_STATUS_CLIPPED' I got 100+ of those but the compile succeeded. Do microsoft directx sdk (june 2010) is ok? I think I remember reading about that DirectX is now part of Windows SDK, right?
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Any ideas about what is causing the SkyBox with FogBandHeight > 0 issue? I think it's related to the new shader/D3D11 code so maybe it should be discussed here... http://forums.torque3d.org/viewtopic.php?f=9&t=55&start=140#p4447 It also cause the SkyLine object to not render correctly.
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I think you forgot an update to gfxDrawUtill.cpp, there's still some reference to the removed GFXTriangleFan, I tought it was missing from gfxEnums.h at first, but I found that it have been completly removed from the D3D11 branch. https://github.com/Azaezel/Torque3D/blob/d3d11/Engine/source/gfx/gfxDrawUtil.cpp
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I'm trying to solve an issue I'm having with SkyBox/SkyLine with the PBRDX11 branch and I found something which look not correct in the new shaders. I'm really not an expert in shaders but I'm starting to understand a little more how they work. In shaders/common/planarReflectV.hlsl there's this: TORQUE_UNIFORM_SAMPLER2D(texMap, 0); TORQUE_UNIFORM_SAMPLER2D(refractMap, 0); I don't think this is ok, right? From the torqueScript shader, it's set like this: new ShaderData( Reflect ) { DXVertexShaderFile = "shaders/common/planarReflectV.hlsl"; DXPixelShaderFile = "shaders/common/planarReflectP.hlsl"; OGLVertexShaderFile = "shaders/common/gl/planarReflectV.glsl"; OGLPixelShaderFile = "shaders/common/gl/planarReflectP.glsl"; samplerNames[0] = "$diffuseMap"; samplerNames[1] = "$refractMap"; pixVersion = 1.4; }; I don't think it's what cause my issue but should it be diffuseMap or texMap used? ReflectBump shader seem wrong also but maybe it's ok to send diffuseMap sampler and set is as textMap in the shader code... :oops: samplerNames[0] = "$diffuseMap"; samplerNames[1] = "$refractMap"; samplerNames[2] = "$bumpMap"; TORQUE_UNIFORM_SAMPLER2D(texMap, 0); TORQUE_UNIFORM_SAMPLER2D(refractMap, 1); TORQUE_UNIFORM_SAMPLER2D(bumpMap, 2); Does this works or diffuseMap/texMap should be the same?
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Nothing new by running the Debug build, got the 3 same error in console.log as above. I gave a try to a standard SkyBox and found something interesting. If I set the FogBandHeight > 0, I get the same issue as with the SkyLine so maybe it's not related to the SkyLine object at all but to something not working with the new shader stuff. Here's a screenshot of what happen if I set the fogBandHeight > 0: http://mud-h.com/miscweb/t3dforum/Misc/PBRAndSkyBoxFogIssue.jpg Maybe you could give it a try and see if you have the same issue. EDIT: I had a quick look at SkyBox code and here's the part I guess is causing the issue: // Draw render band. if ( mFogBandHeight > 0 && mFogBandMatInst ) { const FogData &fog = state->getSceneManager()->getFogData(); if ( mLastFogColor != fog.color ) { mLastFogColor = fog.color; _initRender(); } // Just need it to follow the camera... no rotation. MatrixF camPosMat( MatrixF::Identity ); camPosMat.setPosition( worldMat.getPosition() ); sgData.objTrans = &camPosMat; mMatrixSet->setWorld( *sgData.objTrans ); while ( mFogBandMatInst->setupPass( state, sgData ) ) { mFogBandMatInst->setTransforms( *mMatrixSet, state ); mFogBandMatInst->setSceneInfo( state, sgData ); GFX->setVertexBuffer( mFogBandVB ); GFX->drawPrimitive( GFXTriangleList, 0, 16 ); } } I'd dont understand what the code do really but maybe someone can see something that might be the cause... Edit: Also found out that using basic Lighting both SkyBox and SkyLine are working fine. I'm pretty sure it was not fine before the conversion so I guess I'm on the right track. When I set the advanced lighting I get a console error: Using Advanced Lighting GFXD3D9Shader::_compileShader - Error compiling shader: E_FAIL: An undetermined error occurred (80004005) game/shaders/common/particlesP.hlsl(87,67): error X3004: undeclared identifier 'prepassUncondition'
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I still haven't examined what is the EditorTools... It sound like an interesting approach, I will try to learn more about it tomorrow. I like the very lightweight editor experiments idea. I played a bit today with the current editor and I think a "rewritting" might be a good idea. It reminded me why I started changing a lot of the structure when I started working on TorqueLab: It's very hard to find function you are looking for. Most functions are all mixep up in a long script file. It's almost impossible to modify the main EditorGui GUI without doing it all by hand... There's a lot of unused scripts I think a fresh start using the system you are talking about might be the best idea on long term, making the editor flexible and modular. TorqueLab became a script monster mostly because I tried to keep most of originals editor scripts intact so it's easy to update when a tool from the stock editor get updated... Anyway, thanks for your inputs, I'm still thinking about what should be that "lite" ports of TorqueLab.
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Like I mentioned in my TorqueLab thread, I can help making the stock editor independant of the game templates. Also renaming the GuiProfiles is not a big deal if using a good text replacer tool. For TorqueLab, I used a tools called grepWin and it saved me a lot of time: http://stefanstools.sourceforge.net/grepWin.html
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Thanks for the infos! I think my main issue was that the SkyLine shaders weren't converted for DX11 with Timmy macros. I have manually convert the files and now at least the SkyLine Alpha Cubemap work but still not right. I see some transparency but the SkyBox is still very small. I don't understand how the SkyBox is sized... (Not sure if it could be related to shaders) So I Changed: uniform samplerCUBE cubeMap : register(S0); TO TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 0); texCUBE( cubeMap, IN.reflectVec ); TO TORQUE_TEXCUBE(cubeMap, IN.reflectVec); float4 hpos : POSITION; TO float4 hpos : TORQUE_POSITION; float3 position : POSITION; TO float3 position : TORQUE_POSITION; I'm realizing now that one of the POSITION change might not be correct if I compare with some other shaders... The float3 position should stay POSITION, right? Also compiling a debug build to see if it output something. In release, the only error I get is those 3 lines: ShaderData((null)) sampler $diffuseMap not defined ShaderData((null)) sampler $diffuseMap not defined ShaderData((null)) sampler $diffuseMap not defined Not sure where they are coming from, I will try to find out. Is there a efficient way to debug shaders?
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It's with the code from last week, I will update it and try again. EDIT2: By just added, you mean last week, right? Because I have pulled both branch into my PBR branch and nothing changed. So yes, those images are with latest code. Btw, I'm not familiar with how DirectX work really, does the new DX11 stuff affect hardware that are not compatible with it? or do all hardware are compatible with DX11 using their limitations? I'm asking because I was wondering if it could be "usefull" to have a PBR branch without DX11 stuff, I was suspecting the new stuff to cause the problem but like I said, I really don't know much about GFX coding. Btw, I do know it's a good thing to have T3D use DX11... I do like how the PBR looks now, seem better :) Edit: Well I just found out that there's a new PBRDX11 branch, should I use it or the PBR one?
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Well, 3ds max is very expensive... And I don't think there's way to get it for free until you get the money required :roll: :roll: More than I know about 3ds max more I like it. It might be hard at start to figure how to use it for game modelling, but once you figured the 1% of feature you need, it's great.
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I started working on a setup for the stock editor enhancements and I'm having some problem with it because the stock editor is not very independant from the game scripts. It cause problem if you change some stuff from the template. For example, if your Hud isn't called PlayGui, the editor won't go back to your Hud when closing because it can't find the PlayGui object. So now, I'm wondering if the community would prefer a that I make the Lite version completly independant or stick with the the current setup. I'm not talking about making a complete rewritting of the system like TorqueLab but simply fix the things that make it dependant of template scripts. This would make no difference for user using stock templates but it would make it work fine for any kind of project structure or object naming. Ex: For the PlayGui issue, I have simply added a variable that remember what Gui was the Canvas content when launched and when the Editor closing is called, it set back the initial Gui active on launch. So, would you guys prefer an updated editor which is completly independant? If so, I could simply fix the dependance issue I found and maybe it could be added to the official templates (if accepted for sure). And then, I would start adding some TorqueLab features and the DarkGui. Also, in TorqueLab, I use a lot of my custom helpers function, some of them are very usefull and could help making my Lite TorqueLab port better. Are you okay with it if I used some of them which would be bundled in the tools scripts. I started considering it when found back about the multiple exec() calls needed in the editor script and I tought about using my simple execPattern function which exec() all files that match a pattern. Here's an example of how it work. My helper function: /// execPattern -- Execute all files found that match a specified pattern /// %pattern - Pattern for the files to be execed function execPattern(%pattern) { //call exec() on all files found matching the pattern for(%file = findFirstFile(%pattern); %file !$= ""; %file = findNextFile(%pattern)) { exec( %file ); } } By using it, this: // Load Scripts. exec("./scripts/menus.ed.cs"); exec("./scripts/menuHandlers.ed.cs"); exec("./scripts/editor.ed.cs"); exec("./scripts/editor.bind.ed.cs"); exec("./scripts/undoManager.ed.cs"); exec("./scripts/lighting.ed.cs"); exec("./scripts/EditorGui.ed.cs"); exec("./scripts/editorPrefs.ed.cs"); exec("./scripts/editorRender.ed.cs"); exec("./scripts/editorPlugin.ed.cs"); exec("./scripts/EditorChooseLevelGui.ed.cs"); exec("./scripts/visibilityLayer.ed.cs"); exec("./scripts/cameraBookmarks.ed.cs"); exec("./scripts/ManageSFXParametersWindow.ed.cs"); exec("./scripts/AddFMODProjectDlg.ed.cs"); exec("./scripts/SelectObjectsWindow.ed.cs"); Become: execPattern("tools/worldEditor/scripts/*.ed.cs"); -------------------------------------------------------------------- I'm just trying to define a line into how much I should borrow from TorqueLab and since I want to make it great for the community, I'd like to have your opinion about that "line".
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I'm starting to set my project to work on editor improvements based on the NewBaseTemplate tools and I have a small issue with the new setup. I think the default tools should be independant of the general game scripts so if you use it on a modified script base it still work without any changes. So my current "problem" is with the movement binding, the new editor scripts call: getHorizontalMouseAdjustAmount function which is included in the game scripts:data\scripts\client\game\inputCommands.cs . Since I don't have that script, the mouse movement don't work, I think the editor should have it's own function to get the mouse movement (and any other bind related functions), also it would avoid any problem if someone decide to modified that function for his project needs which might cause the editor to not work correctly. As I said, it's not a big issue and I will be able to quickly fixed it for my needs but I think it should be fixed in the default tools/ structure. Edit: Same should be applied to prefs so the editor have his own prefs independant from the game prefs (Ex: $pref::Input::VertMouseSensitivity could become $pref::Tools::Input::VertMouseSensitivity) Edit2: I think the tools should also have it's own GuiProfiles and not use/overide default game profiles. Not sure if it's something I added to my script base but by running to default tools, my GuiRolloutProfile used on game side get Overridden by the one set in tools. I think, like most GuiProfiles used in tools, the GuiProfile names should start by Tools instead of GUI. Would be ToolsRolloutProfile in this case. Also from experience while working on TorqueLab, there's some coded GuiProfiles used by the tools that should be renamed to avoid conflicts. (I remember having issue with the GuiPopupCtrlProfile which is used by the tools and override the template profile. I had resolved it by using GuiDropdownProfile in my game)
