Game Development Community

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!

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.

#681
10/10/2013 (3:20 am)
Thanks NiN-NiN
about the game itself
Yes it is some kind of Horror - Survival Thing
but am not really goign in depth with the story itself
The only place the story will be told is in the game itself

These days it is hard to scare someone
all survival games are almost the same
and the Fear factor is hard to create
so yes its about making the Player understand Fear in its essence

it will even have elements like in slender
but unlike slender it wont bore you to death
or let me rephrase that
it will be something for evry type of player

depending on the players aggression level
the surrounding evil will adapt

Currently am working on blocking out the Asylum level
that will be probably the biggest area in the game
a Labyrinth if you want
anyways thanks for the kind words
#682
10/10/2013 (3:35 am)
That looks kind of cool! I really like the menu font. Looking forward to seeing gameplay ;).
#683
10/12/2013 (2:01 am)
Sorry for the double post.
#684
10/12/2013 (2:11 am)
This is one of the houses I created for the level I posted before. It's 1640 tri, uses about 12 mats with d,s,n maps (512 or 256 each). The windows/doors are a combination of mesh and baked normals for the highest detail mesh.

The textures were created through a combination of painting, photographs and modeling.

i.imgur.com/68OEOWc.jpg
#685
10/12/2013 (6:33 am)
Is page 35 not showing up for anyone else? I'm only able to reply on page 34, and I can't even access page 35 except by entering the URL directly.

Nice house, though!
#686
10/12/2013 (7:32 am)
Yes, I have that bug also, I cannot access pages after 34, only through entering manually, I suggest we move to a new Thread.
#687
10/12/2013 (8:21 am)
It's just the deleted comments numbering issue rearing its head again. Everything will catch up shortly.
#688
10/12/2013 (8:37 am)
The house looks awesome...
#689
10/19/2013 (1:13 am)
I was trying to get the roads looking a bit more natural and played around with a custom cubemap in order to fake reflections and fresnel. The top of the skybox is grey (matching the road) while the horizon is blue. This means that while looking directly down at the road it seems ordinary but at high angles it will appear to be reflecting the sky. Two layer slots are used in order to mask out the parts displaying the cubemap.

i.imgur.com/TO16mhg.jpg
#690
10/19/2013 (5:47 am)
@Sam
Smart idea!
#691
10/21/2013 (4:30 am)
Sam
Maybe whenever you have some time. You could do a video tutorial or something of your process for level design. You really do create some fantastic looking levels!

BTW, awesome screenshot above!
#692
10/24/2013 (7:01 pm)
i.imgur.com/Py9ye0z.jpg?1?8817
another play at my ingame menu
in the background the overshiny testmap i made in trenchbroom
a quake editor

compiled the map and imported it into blender
exported as dae - and thats the result :)
#693
10/24/2013 (7:38 pm)
Very nice :) I'm looking forward to see where this game is heading :)
#694
10/24/2013 (8:32 pm)
Wow that does look shiny. Any non-blurry shots of the level? ;)
#695
10/24/2013 (9:05 pm)
hehe well that is because i have
added blur postFx to the ingame menu

that means when you enter the ingame menu
the screen gets blurry, simply to set focus at the menu

and about the level, it has actually nothing todo with the game
it was just a test to make sure i can get my levels into T3D

www.moddb.com/games/zentense/tutorials/from-a-quake-map-to-torque3d
the ones that are interested howto can read up in the article above
#696
10/24/2013 (10:16 pm)
Actually, Sam - how did you get the mip-maps to stop blurring the lines on the road? That looks very nice!
#697
10/25/2013 (12:26 am)
I guess it is just high resolution.
#698
10/25/2013 (12:34 am)
Quote:"...how did you get the mip-maps to stop blurring the lines on the road?"

I don't know about Sam, but I just turn on anisotropic filtering in the material. No more blur. I'm sure that'll be inefficient if used extensively, though.
#699
10/25/2013 (5:23 am)
Also put your Anisotropic filter to "x16" in the options menu.
#700
10/25/2013 (6:49 pm)
Hi all. It's good to see this show off thread is still ticking!

Something else to show off using T3D... Yes, another tower defense game: Monoliths Of Terravia.exe 380MB

The game has been shelved and the team has moved on. Not sure if it will ever be updated or reworked. There is no support for this version. After figuring out the menu system you might find yourself running into bugs & crashes. It is here for you all to check out anyway. Multiplayer LAN still works for 1 vs 1.

Enjoy.



Quote:
Yet you continue to create games because you know they are awesome.