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AFX 2 for T3D 1.1 Final - Released

by Jeff Faust · in Arcane FX (Public) · 06/22/2011 (7:16 am) · 9 replies

A new version of AFX2, compatible with T3D 1.1 Final, has been released. This update is free to all AFX2-for-T3D license holders.

Here is a list of release notes covering changes beyond the requisite adaptations to recent changes in T3D.

Important Changes for T3D 1.1 QR

These are changes made between AFX2 for T3D 1.1 B3 and AFX2 for T3D 1.1 QR.

Fixed Problem With ParticleEmitter Substitution Statements

The ParticleEmitterData field renderReflection was sometimes getting set to a garbage value when the ParticleEmitter or one of its Particles contained one or more substitution statements. This was causing some particle emitters to fail to render, most obviously in the Ring of Dust effect which was often missing sectors of the dust ring. (Actually, T3D implementation of renderReflection appears to be incomplete and should always be set to true.)

afxModel Effects Can Cast Shadows (Again)

For a while, afxModel shadows wer broken in T3D, but they are working again. Shadow casting by an afxModel is enabled by setting castShadows=true for the afxModel's Material. afxModel's shadowEnable field is no longer used for this.

AFXDemo is UAISK-Ready

AFXDemo scripts are "UAISK-Ready" out-of-the-box. If you are also an owner of the Universal AI Starter Kit by Twisted Jenius, all you have to do is copy into place the T3D_Merged_Files from the AFX+UAISK_Interop kit, (available as part of the UAISK product downloads). The AFXDemo scripts will automatically detect the presence of the interop kit, enabling certain UAISK features within AFXDemo.

Improved Mission Water, Sun, and Sky

Made some minor improvements to Water, Sun, and Sky objects in some of the missions.

Disabled Some Network Settings

As of T3D 1.1 Preview, some code in netConnection.cpp overrides the value of packetSize when isLocalConnection() returns true, and sets it to a hardcoded value of 1024. AFX's launch-time effect paramerization feature uses head-room in networked packets for sending dynamic field values, and a maximum value of 450 is recommended. To prevent packet overruns by AFX effects, the current workaround is to disable setting of the hardcoded value for packetSize. This only affects the networking of clients that are locally connected to the server.

Self-documenting Source Code Adaptations

Though still incomplete, large portions of AFX source code now use Torque self-documenting macros such as DefineEngineFunction(), ConsoleDocClass(), etc. A variation of the T3D document, Torque 3D - Script Manual.chm, which includes AFX sources is also available: AFX_Docs/Torque 3D - AFX -Script Manual.chm.

Clarified Shadow-casting Material Settings

Now that afxModels can cast shadows, all materials used by them have explicit settings for castShadows. Some afxModels, which did not cast shadows in the past, are now set to cast shadows since T3D does a better job with overlapping shadows.

Fixed Problems with the #center specification on a position constraint

Fixed potential problem when using #center in a contraint specification as reported here:
www.garagegames.com/community/forums/viewthread/123749

Fixed afxMagicSpellData::onInterrupt - null %caster variable

Fixed problem with onInterrupt call-out as reported here:
www.garagegames.com/community/forums/viewthread/124498

About the author

Jeff Faust creates special effects indie middleware and games for Faust Logic. --- Blog: Effectronica.com --- Twitter: @FaustLogic


#1
06/22/2011 (7:43 am)
Thanks Jeff!
#3
07/06/2011 (8:20 pm)
heya Jeff, quick question:

i just bought T3D a few minutes ago (it's been a while since i've been back in the GG arena) anyway as i was on the T3D page, a rotating link with: "AFX 2 for Torque 3D 1.1 released! Free to licensees, $100 for new users!" contained in it..

i didn't see it in my account downloads nor a link to get it. is it already contained in the SDK or something? and if not, how do i go about getting my copy?

Edit: Ahhhh... nvm, lol.. it looked like new licensees of T3D got a copy.. sorry for the confusion..
#4
09/07/2011 (5:57 pm)
so how does AFX 2 in it's current version compare to the versions for the other engines. I am considering finally making the jump to T3d and would prefer to have all the features I am used to available out of the box.
#5
09/07/2011 (6:37 pm)
@ Wesley Hopson -- For the most part, AFX2 for T3D is functionally identical to AFX2 for TGEA and AFX2 for TGE. Following are the main differences:
-- Lighting is completely redone in T3D which means that AFX lighting effects are also different. You can still solve most of the same kind of lighting problems, just using different light objects. Generally, T3D lighting is better and more consistent than that of the older engines.
-- Selection object rollover highlighting currently does not work in T3D, however, a post-fx solution is currently being tested and will be available in the next release.
-- T3D has no built-in volume light and AFX does not implement a replacement.
-- I've never been able to create a decent refraction shader in T3D compared to TGEA.
-- There are currently problems in T3D regarding portals in DIF interiors and this creates problems for one of the older AFX missions.
-- T3D does not support Atlas terrain, so AFX support for Atlas is also no longer available.
-- Same spells and effects are available with minor adaptations for engine differences.

If there are particular features you are concerned about, go ahead an ask about them...
#6
09/07/2011 (6:46 pm)
Ok thanks sounds like it pretty much should be able to do everything I want.
#7
09/07/2011 (8:00 pm)
Jeff, did GG ever pass AFX2 1.1 Final?
I still see "AFX 2.0 Quick Release for Torque 3D 1.1" as the most recent in myProducts. (not that I've got around to using any of it yet)
#8
09/07/2011 (8:31 pm)
The Quick Release had nothing to do with needing a "pass" from GG. I just labeled it as such because I knew it would be released without deep testing and wanted to make that clear. So far, it's proven to be a stable release so the QR remains the main release. Next release will probably follow the T3D 1.2 update. The primary problems in QR are stock T3D 1.1 bugs that, as yet, do not have known fixes.

#9
09/07/2011 (9:09 pm)
Thanks for explanation, Jeff ... was momentarily confused. :)