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.
#502
Are you controlling the depth/mipping level when you adjust the sharpness ?
(it's hard to tell in the video)
05/15/2011 (5:10 am)
yeah, that's nice. 'should be in the Vanilla.Are you controlling the depth/mipping level when you adjust the sharpness ?
(it's hard to tell in the video)
#503
@EB: No, yet i don't using the ZDepth. I intended to use them later, just to correct some artfact and to implement other functions... like the motionblur.
05/15/2011 (6:04 am)
@Rene... thanks =)@EB: No, yet i don't using the ZDepth. I intended to use them later, just to correct some artfact and to implement other functions... like the motionblur.
#504
05/19/2011 (4:06 pm)
That looks hella lot better Alfio. very handy tool too
#505
05/19/2011 (5:17 pm)
This version, i release it as a resource. So much so it is a very simple shader.
#506
06/08/2011 (11:26 am)
Another test with the first map. All the material are without Normal/Spec maps, and i have to change the default ssao postfx with the new ssao postfx by Ryan Mounts implementation.
#507
06/08/2011 (12:13 pm)
Nice Alfio ... also chilling music. :)
#509
06/08/2011 (1:15 pm)
Very nice Alfio. How did you make the city? Is the lighting from Purelight?
#510
06/08/2011 (1:24 pm)
No... the lighting is realtime (scatter sky), for now i using only the diffuse map. For the normal mapping, i think i will use my new shader that generates the normalmaps (with parallax on alpha channel) on the fly, so without precalculated bitmap. I also just replaced the SSAO, and seems to perform better. Especially the annoying artifacts are gone =)
#512
06/16/2011 (11:37 am)
looking good Oscar.
#513
06/16/2011 (11:37 am)
Beautiful, Oscar!
#514
It looks like there is a little "ice skating" going on there. Do you have ground transforms on those walking animations?
06/16/2011 (11:41 am)
Very cool!It looks like there is a little "ice skating" going on there. Do you have ground transforms on those walking animations?
#515
06/16/2011 (11:48 am)
No, we don't have ground transform on them. They are pretty old animations, from the TGE times of the game. As a matter of fact, they are walking on a grid, without any contact with the terrain.
#516
06/16/2011 (12:16 pm)
A ground transform allows the engine to scale the animation playback speed by the horizontal speed the model is moving. This allows you to change their speed without having to redo all of the animations and have them still look like their feet are properly hitting the ground and "sticking" as they walk (no matter what surface they are actually walking on).
#517
06/16/2011 (2:24 pm)
Sweet! I'll check with my animation and programmer for that. Thanks! =)
#518
07/08/2011 (8:16 am)
After a few hours of work, i was able to re-implement my old voice chat system.
#519
I'd be really interested to know more about how you've integrated it.
07/11/2011 (10:45 am)
Great stuff Alfio - if you have the time it would be worth a blog on here to share what you've done with the voicechat, I'd guess from the text you're using Teamspeak.I'd be really interested to know more about how you've integrated it.
#520
I want to also implement the PushToTalk and Private/Group Calls functions.
07/12/2011 (1:03 pm)
@Andy: Just today i finished to implement the audio positioning in 3D space. Now i should see if errors are generated in some way. Once... i proceed to the optimization and to the creation of a GUI for the configuration.I want to also implement the PushToTalk and Private/Group Calls functions.
Associate Rene Damm
That's some seriously awesome work.