Torque 3D Show Off Thread!
by Tom Spilman · in Torque 3D Beginner · 05/30/2009 (1:20 am) · 823 replies
I think it's about time we started a show off thread for cool Torque 3D stuff.
Screenshots are great... but a YouTube HD video gives you massive bonus points. :)
Ready... Set.... GO!
Screenshots are great... but a YouTube HD video gives you massive bonus points. :)
Ready... Set.... GO!
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#762
06/16/2014 (3:40 pm)
~Applause~! That's excellent work. Really excited to see this game going somewhere!
#763
06/16/2014 (6:59 pm)
Looks good..I'm going to have to give the new rimlighting a try!!!
#764

06/17/2014 (10:37 am)
Here are a few screenshots of a model for our project nightmare:origins. More to follow soon...
#765
06/17/2014 (11:35 am)
Felix, your art and engine improvements all look great! Thanks for sharing, it's inspiring and shows tons of potential.
#766
Worked on some environment stuff and more PostFX shaders this week:
06/24/2014 (12:31 pm)
@Jesse Thanks! Glad I can share :)Worked on some environment stuff and more PostFX shaders this week:
#767




06/24/2014 (8:01 pm)
Here are a few more screenshots of two models from our project nightmare:origins. More to follow soon...



#768
Unsatisfied with the results of HDR offered by default I've set up a shader constant that specifies whether the camera is indoors or not. This value smoothly fades between 1 and 0 when entering/exiting indoor areas using the ambientLightBlendPhase defined in the level info. Indoor areas are defined by a new flag in render zones.
In this video I have integrated the constant into the HDR, lighting, light ray and DoF shaders. When entering indoor areas the ambient lighting is turned up which works really well for an eye adaptation effect.
07/14/2014 (6:47 pm)
Here is a little something I whipped up today:Unsatisfied with the results of HDR offered by default I've set up a shader constant that specifies whether the camera is indoors or not. This value smoothly fades between 1 and 0 when entering/exiting indoor areas using the ambientLightBlendPhase defined in the level info. Indoor areas are defined by a new flag in render zones.
In this video I have integrated the constant into the HDR, lighting, light ray and DoF shaders. When entering indoor areas the ambient lighting is turned up which works really well for an eye adaptation effect.
#769
Felix - continues to be the best-looking thing I've seen in T3D. I applaud you.
07/15/2014 (12:12 am)
Kory - nice alien. Looks appropriately icky :P.Felix - continues to be the best-looking thing I've seen in T3D. I applaud you.
#770
Pretty sweet..Looking fantastic!!!
EDIT: Could you could modify what you did with the other POST FX; or even custom FX's I'll be highly interested in what was done? :) Even if not very cool!!
07/15/2014 (10:54 am)
FelixPretty sweet..Looking fantastic!!!
EDIT: Could you could modify what you did with the other POST FX; or even custom FX's I'll be highly interested in what was done? :) Even if not very cool!!
#771
Here's what I've been working on today: Implementing vertex alpha blending into shaderGen. Right now I've got the blend mask all set up and working and I've implemented it into the diffuse pass. Should have the normal and specular passes up and running soon.

(test assets pls don't judge me)
While working on this I also found out how to add the normal map to the cubemap and rimlight reflection vectors, so look forward to that in the near future! :)
07/16/2014 (6:30 pm)
Sorry, not sure what you're asking haha. I was planning on uploading a resource on how to implement the effect seen in the video if that's what you mean. It'll take a little while to compile all the info though as there is a bunch of stuff that needs changing... Here's what I've been working on today: Implementing vertex alpha blending into shaderGen. Right now I've got the blend mask all set up and working and I've implemented it into the diffuse pass. Should have the normal and specular passes up and running soon.

(test assets pls don't judge me)
While working on this I also found out how to add the normal map to the cubemap and rimlight reflection vectors, so look forward to that in the near future! :)
#772
07/17/2014 (2:36 am)
Thats lookin sweet, you guys are doing a great job!
#773
07/17/2014 (4:22 am)
Great stuff, Felix. Using Nils's dark UI? :)
#774
Normal maps = conquered:
07/17/2014 (6:01 am)
Yep! Much prefer dark UIs, more comfortable to work in. :)Normal maps = conquered:
#776
// You just posted my show off post as well ;)
Cool stuff guys! Really can't get enough of this!
07/17/2014 (6:48 am)
Quote:@Felix: Yep! Much prefer dark UIs, more comfortable to work in. :)
// You just posted my show off post as well ;)
Cool stuff guys! Really can't get enough of this!
#777
07/17/2014 (2:58 pm)
@Felix - that is DEFINITELY some code Id be interested in!
#779

Next up is blending rimlight masks and some other features I'll keep secret for now...
07/17/2014 (6:52 pm)
Fully implemented normal and specular map blending today. Also started working on normal mapped cubemap reflections but it'll probably take a while before that is fully working.
Next up is blending rimlight masks and some other features I'll keep secret for now...
#780
07/17/2014 (11:08 pm)
Impressive ... most impressive.
Torque Owner Jeff Raab
[ghc]games
So if you have a material that'd be used for buildings(wood/brick walls, etc) you can specifically dial down the contrast so it looks better.
Either way, holy crap dude that's awesome stuff.