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.

#721
03/11/2014 (8:14 pm)
@Daniel Of course you may! Speaking of which here are two new screens:

fewes.se/images/yeehawshots/ss01_small.jpg
fewes.se/images/yeehawshots/ss02_small.jpg

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

https://dl.dropboxusercontent.com/u/21430279/tundrarush003axpp883g2z.jpg
https://dl.dropboxusercontent.com/u/21430279/tundrarush002ax33gz.jpg
https://dl.dropboxusercontent.com/u/21430279/tundrarush001axz.jpg
cheers !
#730
03/12/2014 (2:18 am)
@Jeff
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.
#731
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.

puu.sh/7sxt4.gif
Worth mentioning that anisotropic filtering helps with this but only very slightly even at the highest amount of samples.
#732
03/12/2014 (7:39 am)
@Duion

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.
#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
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
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:
fewes.se/images/yeehawshots/saloon1_small.JPGfewes.se/images/yeehawshots/saloon2_small.JPGfewes.se/images/yeehawshots/saloon3_small.JPG
#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.
#738
03/16/2014 (10:45 pm)
@Russell I use a macro for world machine in combination with Knald:

puu.sh/7yx3z.jpg
#739
04/06/2014 (6:47 pm)
Did some night lighting tests:

puu.sh/7YYOb.jpg