oXYnary
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Posts posted by oXYnary
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Hello Torque community!
I´m very new to Torque so I was just wondering how one can speed up the animations. For example let´s say that I have a running animation that´s 30 frames long. Torque is going to play it in 24fps if I´m not mistaking, but that looks incredibly slow ingame. So yeah how can I go about to speed the animation up. Thank you so much in advance
Cheers,
-Patrick
I'm not quite sure that's correct. I always export at 30fps (want to do 60 for final if possible for smooth animation). My time synchs in game with same frame count...
at least I think it is?!
Duion, has anyone figured a conversion method to change the player class speed entries into real world measurements? Its input matches nothing, so its trial and error to match (at default scale).
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What are you figuring would go into the vfx folder?
And I take it 'Templates' would hold stuff like the grids images and the black/gray/white images and the like?
Would it make more sense to have that be 'Misc' instead?
vfx = particles. I guess fx would work as well.
templates, yes, as you mentioned, thats exactly what it holds. Misc works, but is it descriptive enough to a new user?
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Stores are not easy to setup and manage. That said, I could see if for like premade art or game type assets and plugins that are from commercial sources, like some of those Voxel engines or network libraries.
For base engine contributions, it might help to have a separate area of this "store" for engine contributions. Where it can be a donation system that will allow people contributing code who would like to have some financial return to give to the engine. The caveats being, only if the donation goal amount is reached (no indiegogo where even if its not, they still get paid), and they must have a working version before they ask.
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Az asked for feedback for the Art directory. I conferred with someone on PC, this is at least how we would see more organization. The biggest one is the shapes directory, as paraphrasing "wtf is that supposed to be for?"
If gui is supposed to have its own main subsection anyways, I would move gui items out entirely even if images. Don't have any material or images in the main art directory, put under templates along with grids. Also didn't see a sound section in datablock (don't put under art).
https://github.com/Areloch/Torque3D/tree/NewTemplateTest/Templates/BaseTemplate/game/data/art
Original
- grids
- gui
- lights
- particles
- roads
- shapes
- skies
- water
- black.png
fizz_noise.dds
gray.png
materials.cs
splash.bmp
white.png
Suggested Redo
- templates
- lights
- vfx
- characters
- environments
- skies
- clouds
- cubemaps (material reflection)
- panoramas (level)
- clouds
- grids
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@Chelaru
Can you clarify what looks WIP? Do you not like the demo model? Or does the PBR look incorrect to you?
I was expecting some thing like this : http://www.marmoset.co/wp-content/uploads/microcompare05.jpg
Chelaru,
roughness=microsurface
metallic=colored spec from albedo/base texture.
There are different ways of doing PBR, these guys are using the Disney/Unreal method. You can read up more here:
https://www.allegorithmic.com/pbr-guide
(Have to make an account to download I believe)
Is this what you are questioning?
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Koros, could you link to the test "X" textures you were using? Also for shits N giggles, what graphics card was this on?
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Option 1: stick with a combined packed map, shift it over to RGB (say, roughness, ao, metalness)
Option 2: add an additional fallback to the above with a series of 2 fallbacks, meaning you'd have a setup that looks like combinedmap, then roughness or sliderbar, then metalness or sliderbar, then ao map (or nothing, there. it'd just go to a default)
Option 3: runtime compile a combined packed map.
It only compiles once? I.E. does it act like colladra files? So we could remove the source files and it still has the cache version. Also, how will the format be controlled? As in what format will it be compiling it to and from, and do you want to limit these maps to that format alone? So in short, would it be taking tiffs as the input? Could it take a Photoshop, Krita, or Gimp document with layer folders named and auto separate those out into the correct channels? Would it only export out like a dxt5 dds?
Some artists and company workflows use a master image file to work from. Each portion of the material texture is under its own folder in this image file. Having to export each folders as separate files if done more than a few times wastes time. Yep, we can create scripts/actions to help with this in the art programs. But its almost as much time as making a script to do option 1.
Anycase if three wins out, could it be setup that all master images that are being combined can be chosen outside the materials folder (or even the engine directory)? As to keep it clean, and not having redundant information sent if using svn, the images that are linked to the combined compile version do not have to be in the same directory. Use local directory information using the material folder as the master path vs that computer as so it wont break the link as easily if one of the images is edited on another computer.
Option 4: write a tool for packingKinda redundant with 3.

HitBox resource help.
in C++
Posted
3DS Max using the OpenCollada plugin.
https://github.com/KhronosGroup/OpenCOLLADA