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.
#722
03/11/2014 (8:24 pm)
-snip, sorry seems the forum discarded my posts and then decided to add them all anyway-
#723
03/11/2014 (8:33 pm)
-snip, sorry seems the forum discarded my posts and then decided to add them all anyway-
#724
03/11/2014 (8:34 pm)
Fantastic, thanks for those :).
#725
03/11/2014 (8:37 pm)
-snip, sorry seems the forum discarded my posts and then decided to add them all anyway-
#726
03/11/2014 (8:45 pm)
-snip, sorry seems the forum discarded my posts and then decided to add them all anyway-
#727
03/11/2014 (10:33 pm)
Yeah the forum doesn't properly handle deleted posts, so when a new page starts, you can't access it for a while. Your posts overflowed onto a new page where you could only access them through the url. It's a bit dumb.
#728
Dem screen shots. Those look gooood.
It does highlight that T3D would benefit from a proper foliage shader though.
03/12/2014 (12:16 am)
Know what's not dumb though?Dem screen shots. Those look gooood.
It does highlight that T3D would benefit from a proper foliage shader though.
#729
For more info visit the official thread at the BeamNG:Drive Forums



cheers !
03/12/2014 (12:58 am)
For the past 2 weeks in my spare time I've been working on a new custom level for BeamNG:Drive titled Tundra Rush For more info visit the official thread at the BeamNG:Drive Forums



cheers !
#730
It is not the shader, you can correct this with vertex normal manipulation, in one of Rons packs, which now are free, he released a tutorial for it, sadly just for 3dsmax.
@Fewes
This Thread is bugged sometimes, because it is very big, sometimes posts do not appear and later they do and such.
03/12/2014 (2:18 am)
@JeffIt is not the shader, you can correct this with vertex normal manipulation, in one of Rons packs, which now are free, he released a tutorial for it, sadly just for 3dsmax.
@Fewes
This Thread is bugged sometimes, because it is very big, sometimes posts do not appear and later they do and such.
#731
One problem I'm having though is that the texture mips too quickly. Not sure if this is me saving the DDS incorrectly or Torque doing something weird. For now I've solved it by simply not saving mips for foliage textures but I imagine this is bad for perf and it also does not look too pleasing when foliage way in the distance have pixelated high res textures.

Worth mentioning that anisotropic filtering helps with this but only very slightly even at the highest amount of samples.
03/12/2014 (7:21 am)
The vegetation actually uses manipulated normals already, however the meshes are very simple.One problem I'm having though is that the texture mips too quickly. Not sure if this is me saving the DDS incorrectly or Torque doing something weird. For now I've solved it by simply not saving mips for foliage textures but I imagine this is bad for perf and it also does not look too pleasing when foliage way in the distance have pixelated high res textures.

Worth mentioning that anisotropic filtering helps with this but only very slightly even at the highest amount of samples.
#732
Sorry, clarification: The lighting on foliage items doesn't look good as-is. Foliage lets some light through the volume of it, causing a back-scatter effect similar to sub-surface scattering.
Crytek implemented a specific shader to allow scattering of foliage so it looks more natural as it lets light diffuse through the volume.
It helps avoid that wall-of-black back shading that's there right now.
03/12/2014 (7:39 am)
@DuionSorry, clarification: The lighting on foliage items doesn't look good as-is. Foliage lets some light through the volume of it, causing a back-scatter effect similar to sub-surface scattering.
Crytek implemented a specific shader to allow scattering of foliage so it looks more natural as it lets light diffuse through the volume.
It helps avoid that wall-of-black back shading that's there right now.
#733
03/12/2014 (8:32 am)
@Fewes - Have you tried using no mips in conjunction with an LOD model (flat plane). I found this solved the issue on Tundra Rush.
#734
And publishing a few tutorials on this stuff would be really sweet, if you can spare the time....
03/12/2014 (9:19 am)
You guys are doing fantastic work here - keep it up!And publishing a few tutorials on this stuff would be really sweet, if you can spare the time....
#735
Today I started working on our first building and some props for it.
Still very much a WIP:


03/14/2014 (11:10 pm)
@dave That sounds like it would be a good compromise, going to check that out!Today I started working on our first building and some props for it.
Still very much a WIP:
#736
03/15/2014 (8:51 am)
@Fewes looks great!
#737
03/16/2014 (2:25 pm)
@Felix What are you using to create the distant diffuse textures? That stuff is amazing.

Felix Willebrand Westin
We're hoping you have some real awesome stuff to show you guys in the near future, so stay tuned!