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.
#2
will you marry me?
well if not, can you share how you did the animated textures on the boxes?
stunning!
05/30/2009 (2:05 am)
that is awesome Tom!!will you marry me?
well if not, can you share how you did the animated textures on the boxes?
stunning!
#3
05/30/2009 (2:14 am)
Ummm... no.... and use the new Material Editor and use the animation settings. ;)
#4





Is it me or do textures and normal maps look a lot more crisp and clear in T3D than TGEA?
05/30/2009 (2:48 am)
A few quick screenshots of some of our art assets loaded up in the Warrior Camp level (with all of the advanced lighting / shadow goodness):




Is it me or do textures and normal maps look a lot more crisp and clear in T3D than TGEA?
#5
We've noticed the improved look as well. Not entirely sure what it is that makes it look so much better, but i suspect its due to how we store the normals and do lighting in screen space.
05/30/2009 (3:01 am)
@Matt - Those models look freaking great!We've noticed the improved look as well. Not entirely sure what it is that makes it look so much better, but i suspect its due to how we store the normals and do lighting in screen space.
#7
Still need to review my texture tones from TGEA/Basic Lighting.
05/30/2009 (6:36 am)
50 slightly laggy AI shooting the pants out of each other.Still need to review my texture tones from TGEA/Basic Lighting.
#8
how did you get so many ai onscreen at once without that much lag?
05/30/2009 (6:47 am)
nice one Steve.how did you get so many ai onscreen at once without that much lag?
#9
05/30/2009 (6:54 am)
Update prefs to let it use more bandwidth. I did make a thread about it's overly low settings (14k dialup) during Beta1.$Pref::Net::LagThreshold = "400"; $pref::Net::PacketRateToClient = "32"; $pref::Net::PacketRateToServer = "32"; $pref::Net::PacketSize = "450";
#10
Ugg no kidding, TGEA was a bit of a pain with regards to getting those bitmaps looking real nice. Everyone who has worked on the guts of Torque3D should be commended for making the engine into a great tool that meets ones visual needs.
BTW I really like that Mummy model Matt.
@Steve
Just as a heads up, we blew away the bandwidth with Lore using the default settings because of all the net traffic we were throwing about with all our different weapons and mech information :(
We have since corrected this and are working on other ways to reduce this network traffic more (thanks to some helful ideas thrown to us by GG/IA) but I felt it worth mentioning that its not necessarily a great idea IMHO to increase the settings more since there are more than likely going to be many other games that do what we did and they don't need to fall into deeper pitfalls because the default settings got cranked up (although having information on how to utilize these settings will likely benefit a lot of Torque users since it will help them net optimize their games).
05/30/2009 (7:23 am)
Quote:Is it me or do textures and normal maps look a lot more crisp and clear in T3D than TGEA?
Ugg no kidding, TGEA was a bit of a pain with regards to getting those bitmaps looking real nice. Everyone who has worked on the guts of Torque3D should be commended for making the engine into a great tool that meets ones visual needs.
BTW I really like that Mummy model Matt.
@Steve
Just as a heads up, we blew away the bandwidth with Lore using the default settings because of all the net traffic we were throwing about with all our different weapons and mech information :(
We have since corrected this and are working on other ways to reduce this network traffic more (thanks to some helful ideas thrown to us by GG/IA) but I felt it worth mentioning that its not necessarily a great idea IMHO to increase the settings more since there are more than likely going to be many other games that do what we did and they don't need to fall into deeper pitfalls because the default settings got cranked up (although having information on how to utilize these settings will likely benefit a lot of Torque users since it will help them net optimize their games).
#11
@Matt: nice collection of Undead! And I love the texturing on that cabin.
@Steve: I agree that the default "dial-up modem" settings are kind of stupid in today's gaming environment. I would rather the bar be raised in all areas instead of keeping things consistent or compatible for old hardware and tech. Looking forward to slaying some more of your AI in the future. Oh, wait. It was actually the other way around :D
05/30/2009 (9:45 am)
@Tom: Awesome video! Looks you've much better control of the grabber gun! Have you noticed the gravity gun shape in the repo? I asked about it one time but never got an answer if I could go ahead and set it up.@Matt: nice collection of Undead! And I love the texturing on that cabin.
@Steve: I agree that the default "dial-up modem" settings are kind of stupid in today's gaming environment. I would rather the bar be raised in all areas instead of keeping things consistent or compatible for old hardware and tech. Looking forward to slaying some more of your AI in the future. Oh, wait. It was actually the other way around :D
#12
So not sure how much help it is to change those prefs anymore for local games.
05/30/2009 (10:29 am)
Just thought I'd chime in and mention this. Not sure if it was changed for beta 2, or if it's been like it for a while, but in the NetConnection::checkMaxRate() the old capping of rates are gone (commented out and replaced with check on the lower end), and there's also this;if (isLocalConnection())
{
packetRateToServer = 128;
packetRateToClient = 128;
packetSize = 1024;
}So not sure how much help it is to change those prefs anymore for local games.
#13
05/30/2009 (10:30 am)
Some WIP shots of 2 zones that J.C. has redone for T3D. Have to agree with how everything looks better, but we did have to refactor our specular values quite a bit, it had extra shiny :-).
#14
This is a great idea...tempting to make the thread public :) Steve and Josh, also very cool projects.
05/30/2009 (11:50 am)
@MattK: Great looking models!This is a great idea...tempting to make the thread public :) Steve and Josh, also very cool projects.
#15
05/30/2009 (1:54 pm)
@Brett - You should just wait for a bit more stuff and make a plan post showing off things people are doing with T3D.
#16
I've played around with the settings a bit but not seen any real difference beyond the TGE max. A packet size of 1024 crashes on my system. Having less than what I posted above (eg: using the defaults) does slow things down dramatically with just 8 AI. I'm not a programmer/network specialist so ...
@Matt
Nice undead guys and great wonky cottage.
05/30/2009 (3:23 pm)
@AndreasI've played around with the settings a bit but not seen any real difference beyond the TGE max. A packet size of 1024 crashes on my system. Having less than what I posted above (eg: using the defaults) does slow things down dramatically with just 8 AI. I'm not a programmer/network specialist so ...
@Matt
Nice undead guys and great wonky cottage.
#19
@Steve Acaster: Cool stuff.
@Joshua Halls: Looking good.
@Adam: Awesome!!
@T3D team: You guys rock!
05/30/2009 (7:04 pm)
Thanks for the feedback guys. I like to think our artists are awesome. ;) We do have a game behind those models (and many more models at that) and hopefully will have something for people to try within a few months of T3D being out of beta.@Steve Acaster: Cool stuff.
@Joshua Halls: Looking good.
@Adam: Awesome!!
@T3D team: You guys rock!
Associate Tom Spilman
Sickhead Games
This is a video of the PhysX demo environment that i have hacked up for testing.
I made the environment dark, put in a bunch of spotlights with flares, and added a new SteamCrate(tm) that Russell cooked up for us to test some material features with.
Don't forget to watch it in HD.