Graphic Capabilities Concerns.
by Matthew Crawford · in General Discussion · 09/13/2003 (2:26 pm) · 17 replies
I am looking to purchace Torque for a private prototype game, but I can not find a graphic capabilities listing of any type.
Are specular, bump, or detail pass textures supported?
I downloaded the RealmWars demo, but it did'nt even have lightmaps. Are lightmaps or real-time shadows natively supported?
None of the snapshot gallery shots deisplay texture features beyond diffuse maps if I'm looking at them correctly.
I am a graphic engineer for the Pentagon, but I would really like to avoid having to recode basic graphic features if neccissary. Could anyone please advise me on the current capabilities, and if the capabilities are not natively supported, how simple and availible are code plugins to obtain.
Thank you in advance.
Matt Crawford
Are specular, bump, or detail pass textures supported?
I downloaded the RealmWars demo, but it did'nt even have lightmaps. Are lightmaps or real-time shadows natively supported?
None of the snapshot gallery shots deisplay texture features beyond diffuse maps if I'm looking at them correctly.
I am a graphic engineer for the Pentagon, but I would really like to avoid having to recode basic graphic features if neccissary. Could anyone please advise me on the current capabilities, and if the capabilities are not natively supported, how simple and availible are code plugins to obtain.
Thank you in advance.
Matt Crawford
About the author
#2
Real time shadows are supported (from dynamic shapes). The terrain and, I believe, interiors now, support detail textures and bumpmapping. There is 3rd party code available to make the engine support shaders (although this breaks DirectX compatibility).
Really, Torque gives you a lot more than just pure graphics. If you're looking for nothing more than a convenient platform for graphics, you might want to look at one of the open source game engines. They're very storng in that area; Torque's stengths, at the moment, lie elsewhere.
09/13/2003 (3:22 pm)
Torque and RW both support lightmaps... Perhaps you didn't look very closely?Real time shadows are supported (from dynamic shapes). The terrain and, I believe, interiors now, support detail textures and bumpmapping. There is 3rd party code available to make the engine support shaders (although this breaks DirectX compatibility).
Really, Torque gives you a lot more than just pure graphics. If you're looking for nothing more than a convenient platform for graphics, you might want to look at one of the open source game engines. They're very storng in that area; Torque's stengths, at the moment, lie elsewhere.
#3
And one more thing:
"I am looking to purchace Torque for a private prototype game, but I can not find a graphic capabilities listing of any type."
Did you think to check the features page? Here's what it says:
"Rendering Engine
Multi-pass texturing
Layered volumetric fog
Decals
Detail texturing
Environment mapping
Vertex and multi-pass lighting
True spherical distance fogging (for terrain, buildings)
Spherical distance clipping (for terrain, buildings)"
09/13/2003 (3:22 pm)
Torque supports lightmaps for interiors. Torque supports shadows, Torque supports environment mapping, Torque supports multitexturing. Perhaps you should have examined the Realm Wars demo more closely.And one more thing:
"I am looking to purchace Torque for a private prototype game, but I can not find a graphic capabilities listing of any type."
Did you think to check the features page? Here's what it says:
"Rendering Engine
Multi-pass texturing
Layered volumetric fog
Decals
Detail texturing
Environment mapping
Vertex and multi-pass lighting
True spherical distance fogging (for terrain, buildings)
Spherical distance clipping (for terrain, buildings)"
#4
As for the features page it does'nt list anything with support for materials. You aparently dont understand what that listing is. All of those features are very, very basic. They also dont explain if the detail textureing is environment/character only yadadada.
If the native engine does'nt support simple specular or alpha based multitexture, or bump.. Then I really dont see why I would purchace Torque. I'm looking for simple, but this seems too simple. It would take me 2 months to peice together a workable version where I could apply the simple material features I want.
So essentially Torque is'nt a development kit? It's a lump of source code, and everything you need, you add manually with external tools? Has it actually been updated at all, or plan to be?
Can a developer please answer this, I need a clean answer.
09/13/2003 (5:07 pm)
I've looked at realmwars more then once. I'm a graphic engineer. I see no shadows in the demo whatsoever, and no settings menu above resalution. No lightmaps, no character shadows. The tribes 2 demo has lightmaps and shadows. So it's obviously something with realmwars.As for the features page it does'nt list anything with support for materials. You aparently dont understand what that listing is. All of those features are very, very basic. They also dont explain if the detail textureing is environment/character only yadadada.
If the native engine does'nt support simple specular or alpha based multitexture, or bump.. Then I really dont see why I would purchace Torque. I'm looking for simple, but this seems too simple. It would take me 2 months to peice together a workable version where I could apply the simple material features I want.
So essentially Torque is'nt a development kit? It's a lump of source code, and everything you need, you add manually with external tools? Has it actually been updated at all, or plan to be?
Can a developer please answer this, I need a clean answer.
#5
http://home.comcast.net/~painiac/rw.jpg
There are obviously no shadows at all.
09/13/2003 (5:12 pm)
If you dont belive me here's a screenshot from Realmwars.http://home.comcast.net/~painiac/rw.jpg
There are obviously no shadows at all.
#6
That said, Torque does have a good graphics engine which is capable of giving good (but perhaps not bleeding edge) results.

Here we have some shadows, both the lightmapped and dynamic sort.
And from ThinkTanks:

Now, TT is modified from stock Torque, but not significantly (mostly in secondary areas, not in core rendering functionality).
If your graphics card setup is busted, or RW is broken, this doesn't mean that Torque doesn't support certain features!
09/13/2003 (5:36 pm)
Torque is a game engine. It gives you a lot more than graphics; including a distributed networked object simulation system, a scripting language, a GUI library, collision response, and a resource manager. If you're looking at Torque solely as a platform for advanced graphics development, you're probably looking at the wrong place. You might try crystal space, OGRE, or another more graphics oriented project.That said, Torque does have a good graphics engine which is capable of giving good (but perhaps not bleeding edge) results.
Here we have some shadows, both the lightmapped and dynamic sort.
And from ThinkTanks:

Now, TT is modified from stock Torque, but not significantly (mostly in secondary areas, not in core rendering functionality).
If your graphics card setup is busted, or RW is broken, this doesn't mean that Torque doesn't support certain features!
#7
I really don't understand all of your replies. No one has actually answerd me.
In a simple yes or no, does Torque natively support these features:
1. Specular maps
2. Bump maps
3. Alpha map based transparency
4. Global lighting
5. Light map detail
6. Terrain and BSP object detail textures
7. LOD sprites
8. Dynamic shadows
These are very simple and are standard for most every other tool set i've been researching. From what i've seen so far, it would be the same if I was to just grab a free engine like tenebrea, or crystal space. I really don't mean to down Torque, just need the questions answered. If they are not supported natively then are they availible for free? I would really hope that you forum users, who own the Torque SDK would know the answers to these questions. The developers certainly have not yet.
**edit to above user,
read my posts before assuming my graphics card is faulty. Tribes 2 shows the shadows, realmwars did not. It was just an example. I'm a graphics engineer, I know theres nothing wrong with my video card.
09/13/2003 (8:02 pm)
Specular mapping is hardly bleeding edge graphic development. I stated what I needed three times. It's a simple prototype. Torque has all of the accessable gameplay functions I need but, torque just does'nt really impress me feature wise. Hell, you can grab AMP 2 for 200 bucks, and it includes normal map support, it's own editors, and it's own script. You don't get souce, but why would you need it if every feature you need is included.I really don't understand all of your replies. No one has actually answerd me.
In a simple yes or no, does Torque natively support these features:
1. Specular maps
2. Bump maps
3. Alpha map based transparency
4. Global lighting
5. Light map detail
6. Terrain and BSP object detail textures
7. LOD sprites
8. Dynamic shadows
These are very simple and are standard for most every other tool set i've been researching. From what i've seen so far, it would be the same if I was to just grab a free engine like tenebrea, or crystal space. I really don't mean to down Torque, just need the questions answered. If they are not supported natively then are they availible for free? I would really hope that you forum users, who own the Torque SDK would know the answers to these questions. The developers certainly have not yet.
**edit to above user,
read my posts before assuming my graphics card is faulty. Tribes 2 shows the shadows, realmwars did not. It was just an example. I'm a graphics engineer, I know theres nothing wrong with my video card.
#8
2.no
3.yes
4.yes (using the day/night resource)
5.yes
6.yes (not 100% sure about the BSP objects as we don't use them)
7.yes
09/13/2003 (8:17 pm)
1.no2.no
3.yes
4.yes (using the day/night resource)
5.yes
6.yes (not 100% sure about the BSP objects as we don't use them)
7.yes
#9
Torque has its stength in terrain and network I believe. If you want something it doesn't have you'll have to implement it.
So if you don't want large terrains and a small scale online number. And the most up to date graphics then maybe something else is for you.
Also Torque is good in the legal sense of selling etc. Where as engines like tenebrae are bound by the Quake 1 engine.
But as its said, any thing which can be done, can be done with Torque, just do it yourself.
09/13/2003 (8:40 pm)
Have a look in your console to check for any disabled extentions. And in rw/client/prefs.cs check to see what the $pref::shadows is == to.Torque has its stength in terrain and network I believe. If you want something it doesn't have you'll have to implement it.
So if you don't want large terrains and a small scale online number. And the most up to date graphics then maybe something else is for you.
Also Torque is good in the legal sense of selling etc. Where as engines like tenebrae are bound by the Quake 1 engine.
But as its said, any thing which can be done, can be done with Torque, just do it yourself.
#10
09/13/2003 (8:40 pm)
Thank you. If i can find a simple specular map plugin, that suports the alpha channels for stength and transparecny, you have another customer. Lemme research. If anyone knows of one feel free to post.
#11
09/13/2003 (10:43 pm)
3space objects support environment mapping using the alpha channel, if that helps...
#12
I can't find anything on it with Yahoo or Google.
To answer Edward Smith, my project relys heavily on outdoor scence with a large number of actors and objects. My only concern is the polygon pushing power of Torque. I know you can do detail that looks good from a low flying plane, but I would like a heavy detail object populated system. Even more complex then HALO, which in comparison was'nt really that complicated geometry wise.
Torque also supports vehicle physics, which is handy since the prototype will make heavy use of them also.
So far so good, i'm still looking for that last peice of specular map support. The credit card is ready, the mind is willing. I don't mind minimal coding, but this is mostly an aethsetic demo.
Thanks to all who posted.
**Edit:
I never really asked this. Are any of the custom projects released? Ones that may be a good tech demo to show what can possibly be done?
09/14/2003 (8:46 am)
What is 3space? And environment mapping via alpha channel is better then specular, and could possibely achieve the same results. If you can use multiple textures and blend them in multiply modes, that would solve it. Is 3space apart of Torque or a game being developed?I can't find anything on it with Yahoo or Google.
To answer Edward Smith, my project relys heavily on outdoor scence with a large number of actors and objects. My only concern is the polygon pushing power of Torque. I know you can do detail that looks good from a low flying plane
Torque also supports vehicle physics, which is handy since the prototype will make heavy use of them also.
So far so good, i'm still looking for that last peice of specular map support. The credit card is ready, the mind is willing. I don't mind minimal coding, but this is mostly an aethsetic demo.
Thanks to all who posted.
**Edit:
I never really asked this. Are any of the custom projects released? Ones that may be a good tech demo to show what can possibly be done?
#13
-J
09/14/2003 (8:51 am)
Hm. As an engineer myself, I'd be willing to shell out $100 to research a promising lead in a time efficient manner. My time is worth $$$.-J
#14
3space is the shape system built into TGE. Environmental mapping is supported for these shapes with control of reflection via the alpha channel.
Note that our game, ThinkTanks also supports 3space shapes with shadows that are added to the light map that can be seen in the image in this resource. Dynamic shadows can be turned on for static shapes, but it this tends to bog down the computer.
09/14/2003 (8:58 am)
Quote:What is 3space? And environment mapping via alpha channel is better then specular, and could possibely achieve the same results. If you can use multiple textures and blend them in multiply modes, that would solve it. Is 3space apart of Torque or a game being developed?
3space is the shape system built into TGE. Environmental mapping is supported for these shapes with control of reflection via the alpha channel.
Note that our game, ThinkTanks also supports 3space shapes with shadows that are added to the light map that can be seen in the image in this resource. Dynamic shadows can be turned on for static shapes, but it this tends to bog down the computer.
#15
I'm really just trying to get free info here. I had assumed since the community exsisted that the problems about graphical features had already been addressed. I guess everyone keep things private, or does'nt read the forums.
My title is Graphics Engineer, but i'm more of a simulation operations engineer. I do models and scenes for military simulations and the TSAS demonstrations. It's really not as high tech as you'd think. I do some physical simulator work also synching movement with the seats etc. Everything I've coded is scripted sequences and minor graphic features, like bullet decals and explosions deforming the terrain. It's all in a proprietary language/environment created by my coworkers. I'm really not at liberty to release any more information then that. I have not been at it for a long time, hence needed this to be as simple as possible. But oh the things I could learn from Torque hehe.
I think i'll go ahead and jump into the Torque customer queue on monday, if my paycheck allows. Thanks for you help again. I figure if I can get the visuals up to par and I'm having trouble programming, some ultra nice individual would contribute some snippets for me. Most of what I need Torque already has.
09/14/2003 (9:02 am)
You lost me there. Are you saying that you would want to be paid to do this research for me? Or would you pay somone else?I'm really just trying to get free info here. I had assumed since the community exsisted that the problems about graphical features had already been addressed. I guess everyone keep things private, or does'nt read the forums.
My title is Graphics Engineer, but i'm more of a simulation operations engineer. I do models and scenes for military simulations and the TSAS
I think i'll go ahead and jump into the Torque customer queue on monday, if my paycheck allows. Thanks for you help again. I figure if I can get the visuals up to par and I'm having trouble programming, some ultra nice individual would contribute some snippets for me. Most of what I need Torque already has.
#16
Torque is excellent for prototyping and other work... what is lacks in glitz it makes up for in substance.
-J
09/14/2003 (2:55 pm)
I read your statement of being a Graphics Engineer as meaning you were a professional. I meant that $100 isn't much to pay to look at Torque and make up your own mind. Torque is excellent for prototyping and other work... what is lacks in glitz it makes up for in substance.
-J
#17
09/14/2003 (3:11 pm)
*Double Post Mania* - hrm
Torque Owner Jarrod Roberson