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.
#22
As my personal interest in packetsize et al is reserved for SinglePlayer (AI players) on same server/client Box perhaps some trunk alteration to scripts at server creation would help.
e.g.
06/01/2009 (6:26 am)
@MattAs my personal interest in packetsize et al is reserved for SinglePlayer (AI players) on same server/client Box perhaps some trunk alteration to scripts at server creation would help.
e.g.
if ( $Server::ServerType $= "SinglePlayer" )
{
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "450";
}
else
{
$pref::Net::PacketRateToClient = "10";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "200";
}
#23
What I posted isn't something I've added or suggested you to add, but something that's in the T3D code. That's why I'm wondering if changing those prefs for a local game has any effect at all as the values doesn't seem to be used in that case...
06/01/2009 (7:17 am)
@SteveWhat I posted isn't something I've added or suggested you to add, but something that's in the T3D code. That's why I'm wondering if changing those prefs for a local game has any effect at all as the values doesn't seem to be used in that case...
#24
Gotcha, just thought I'd try it. I'm a great believer in try any and every combination of things that come to mind ... then mark it down as "come back to later and find the best workaround".
06/01/2009 (9:49 am)
@AndreasGotcha, just thought I'd try it. I'm a great believer in try any and every combination of things that come to mind ... then mark it down as "come back to later and find the best workaround".
#26
06/01/2009 (1:44 pm)
Here's a little bit more, The Legend of Kilpatrick, to tickle your pickles:
#27
06/04/2009 (1:01 am)
HD LINK www.youtube.com/watch?v=owP9kaKFDEc Click HD Button. Click FullScreen!
#28
06/04/2009 (5:43 am)
Quote:HD LINK www.youtube.com/watch?v=owP9kaKFDEc Click HD Button. Click FullScreen!Polished! Nice work, OmegaDog. :)
#29
q3dm7
20K Polys()->Export DTS -> Error Stripifying on Export
20K Polys()->Export Collada -> Error On T3D render triangle vertex out of order random scramble 80% correct
Split The Map!
2x10K Polys() -> Export DTS -> Success
2x10K Polys() -> Export Collada -> Sauces
Trying to get the original texture to UV map but ID has done several mapping hacks on this map in certain places. I will try to post before this thread dies because this is my favorite death match map it has a basement where me a few dogs would camp and say "here kitty kitty" "Woof! Woof!" and AlphaCat and everybody would try to come get some! the bait was the red armor so people had to come to the doghouse! btw Quake3 never looked so good as It does in the T3D engine. But I have to stop playing and start coding such stuff for game play as a grappling hook for Nikki and a few AI routines for FLOCKING FLANKING KILLER CYBORGS FROM HELL!
06/04/2009 (5:18 pm)
Thanks Russell, I love T3D. I loaded Quake3 Map 7 in T3D but the collada importer only likes 9999(approx) or less vetex or polys just like DTS.q3dm7
20K Polys()->Export DTS -> Error Stripifying on Export
20K Polys()->Export Collada -> Error On T3D render triangle vertex out of order random scramble 80% correct
Split The Map!
2x10K Polys() -> Export DTS -> Success
2x10K Polys() -> Export Collada -> Sauces
Trying to get the original texture to UV map but ID has done several mapping hacks on this map in certain places. I will try to post before this thread dies because this is my favorite death match map it has a basement where me a few dogs would camp and say "here kitty kitty" "Woof! Woof!" and AlphaCat and everybody would try to come get some! the bait was the red armor so people had to come to the doghouse! btw Quake3 never looked so good as It does in the T3D engine. But I have to stop playing and start coding such stuff for game play as a grappling hook for Nikki and a few AI routines for FLOCKING FLANKING KILLER CYBORGS FROM HELL!
#30
06/06/2009 (5:30 am)
Just purchased T3D, and starting to move everything over. Thought a quick screengrap of Survival Strike (character 2) was in order. Using Stocks FPS level. Strangely enough the Stock weapon blends in well.
#31
06/10/2009 (5:25 pm)
more shiny plz...
#33
I think Brett meant better shots to show the world!
i.e. Shot with no noticeable artifacts. Iron Glad for show and tell #2!
06/10/2009 (8:19 pm)
Nice I think Brett meant better shots to show the world!
i.e. Shot with no noticeable artifacts. Iron Glad for show and tell #2!
#36
06/11/2009 (11:36 am)
@DSN: That model is amazing!
#37

You can thank James for going out of his way to implement this for Torque 3D, Jaime McEntire for the original resource, and the particle textures from Todd Pickens.
06/12/2009 (7:20 pm)
Is it fair if we show off beta 3 stuff? :)
You can thank James for going out of his way to implement this for Torque 3D, Jaime McEntire for the original resource, and the particle textures from Todd Pickens.
#38
06/12/2009 (8:14 pm)
Fair!? There's brownie points on the line. Great sneak peak Tom!
#39
I'm reposting this as i don't think people understood what they were looking at the first time.
Detail Texture

Detail Texture + Normal Map

Detail Texture + Normal Map + Parallax

Notice how the parallax makes the white lines and the "512x512" distort... thats just fast 3 sample offset parallax mapping.
No expensive relief mapping is needed on terrain.

06/12/2009 (9:31 pm)
UPDATE:I'm reposting this as i don't think people understood what they were looking at the first time.
Detail Texture

Detail Texture + Normal Map

Detail Texture + Normal Map + Parallax

Notice how the parallax makes the white lines and the "512x512" distort... thats just fast 3 sample offset parallax mapping.
No expensive relief mapping is needed on terrain.

#40
06/12/2009 (9:34 pm)
Normal mapped terrain! Nice! Interesting!



Associate Matt Fairfax
PopCap
At some point it would be nice if Torque knew how to handle a split packet properly.