Game Development Community

Modernization Kit Question

by DragonSix · in Torque Game Engine · 10/08/2008 (9:47 pm) · 2 replies

I know there's already a MK thread, but I don't want to make it more messy than it is already ^^'
The MK is adding nice graphical feature to TGE. But beside eye candy, I'm wondering if it's really production ready:

-Is there issues that people need to be aware of?
or is it safe to use it as long as I know its system specs limitations?

-Is it possible to disable the interiors and water shaders? If I only want to keep Dynamic Range Lighting and nothing else (I'm not interested in DIF normal mapping).
Could it lower the necessary system specs that way?

-Is shader supported character Cell Shading or/and Rim Lighting possible with MK? Is there resources I should be aware of?


Note that I have absolutely no knowledge of graphic programming, I'm a competent scripter (and I'm learning how to modify C++ for gameplay code) but that's about it.

Thanks to any MK user ^^'

#1
10/08/2008 (10:30 pm)
It's openGl only and does require a slightly steeper system requirement than "stock" TGE.

Yes, it is possible to disable the interior shaders, and water, etc. You may have to experiment to determine which core components are still necessary but for the most part I did it find modular in nature. I'm using water and DRL only on one project, and have implemented additions on top of TMK such as motion blur and depth of field effects for another.

As it stands there is no cel shading or Rim Lighting, but I do believe that another community member is working on something equivalent. There is a TMK addition that adds normal mapping shaders to .dts objects, and I think it can be found in the "messy" forum thread.

edit: the slightly steeper system requirements are having a shader capable card. It has a few fallbacks but without certain gl extensions being available the MK will not work.
#2
10/09/2008 (9:49 am)
Quote:As it stands there is no cel shading or Rim Lighting
Cel shading can be accomplished with a simple shader, no? The MK (with some aditions) allows you to add your own shaders, so if you know how to write a shader, you can do whatever you want. It sounds complicated, but there are literally a ton of tutorials out there (yes, that is literally a ton... even though websites technically weigh nothing...). Rim lighting, I guess, would be quite a complex shader - but hey, if you can write a shader to make things furry (for the record, yes, you can do this), then I don't see why you couldn't write a rim lighting shader.