Game Development Community

My first Torque3D project screenshots - feedback wanted :)

by Hreikin · in Torque 3D Beginner · 11/08/2014 (6:55 pm) · 25 replies

Ive been playing with torque for a little bit now and have finally gotten to a point where my "level" is partly finished (models, terrain, sky, etc), so i thought id post some screenshots and see what you guys think ! My pc is rubbish and everything is set to low :( new one on the way soon tho !

Please be nice :P

i.imgur.com/N9ftmJdl.jpg
i.imgur.com/kua4s2Yl.jpg
i.imgur.com/KFBObm4l.jpg
i.imgur.com/0Bvfhfxl.jpg
i.imgur.com/MhdJPyal.jpg
i.imgur.com/PyeIg66l.jpg
i.imgur.com/0nIJup4l.jpg
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#21
11/11/2014 (3:46 am)
Maybe someone can rip out the code that compiles the forest file and let it use it's own "managedItemData" block. This way the forest issues get reduced to a single level and can be repaired later.
#22
11/13/2014 (4:25 am)
Looks really cool! Have you added the MIT game mechanics kit and the Sahara environmental shader set to your Torque3D?

What are your plans for the characters and weapons etc? Maybe the Ryzom models and animations could be used?
#23
11/13/2014 (5:36 am)
@Julius i havent added any "extras" to it yet but i have seen walkabout/sahara, can you suggest any others ? ryzom was a thought for characters/animations ! iv also seen a really cool Dwarf on OGA

im still working on particle/light emitters/etc atm, not had much time this week with work :( is there a "preferred" way of doing things after creating the terrain/map ?
#24
11/13/2014 (7:21 am)
A while ago I collected some link here: http://torque3d.net/next/forums/viewtopic.php?f=4&t=261 (a pity that there is still not too much use of that forum).

There are also a elf, babarian and a mage mesh (plus I think some kind of reptile) by the same artist as the dwarf (and they do look cool). A while ago I tried reducing the polycount of the elf (see OGA) as all of these meshes are hardly usable for games with ~30k tris counts, but I gave up at 15k or so. Would be probably be useable for a 3rd persion view RPG, but overall these meshes seems to have been build with little regard for actual use in games (and animationg them).

The ryzom meshes & animations are cool, but they lack detail and normal-maps. Maybe a sort of cell-shader (think borderlands) could be applied to the entire game to safe the hassle to create all these textures? I think the buildings you are using have the same issue.

Did you see this:
http://www.garagegames.com/community/forums/viewthread/136117
http://www.logicking.com/index.php?page=gameMechanicsKit
https://github.com/RoundedIcon/T3D-MIT-GMK-Port
https://github.com/logicking/GMK
Seems like most of the important game-code for a single-player game is included in it.
#25
11/13/2014 (2:36 pm)
thanks for the forum link ! i had registered and even posted before but the link got lost in my massive amount of bookmarks :P

i will check out the elf/etc on OGA, and you are right about the buildings, there are no detail/normal maps for them :(

thanks for the GMK links, i had seen it on github one night and starred it but completely forgotten about it :D like a lot of things really, i should start writing things down maybe . . .
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