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.

#81
06/28/2009 (8:34 pm)
These are the the Three levels i've designed so far:

You know, i never really named this one... but it was my first project showing off my bridge:
farm3.static.flickr.com/2428/3655373703_88b68c862e.jpg
Small Town, USA:
farm4.static.flickr.com/3603/3662482047_85b8792407.jpg

Simple lighting demonstration level (WIP):
farm3.static.flickr.com/2587/3664507388_dcc7bf9d98.jpg
I also design Marble Blast Ultra Levels, but no pictures yet. :)
#82
06/28/2009 (11:44 pm)

@Matt
Hey great. Keep it up.

@deepscratch
Looking really good.
#83
07/01/2009 (12:28 pm)
Working on improving the flare effects and sun corona a bit.

farm3.static.flickr.com/2537/3678654613_98223f77b9_o.png
#84
07/01/2009 (12:31 pm)
Badass! Fo sho!
#85
07/01/2009 (12:52 pm)
Argh, my retinas!

Looking good though.
#86
07/01/2009 (1:53 pm)
ahh blinded by Torque3D light :)

#87
07/01/2009 (2:17 pm)
Oh no, not camera flare ;)
#88
07/01/2009 (3:05 pm)
You can never have enough camera flare ... or bloom.
;D
#89
07/01/2009 (3:37 pm)
Never too much huh, we will see about that...

farm3.static.flickr.com/2542/3680015174_8fd14a0788_o.png
#90
07/01/2009 (3:44 pm)
Shield your eyes... last one I promise.

farm3.static.flickr.com/2661/3680035486_f12f66b481_o.png
#91
07/01/2009 (3:47 pm)
Nice! :D
#93
07/01/2009 (5:05 pm)
Whoa whoa whoa! How the heck did you get the sunflare and corona to look that insane, James? I've been playing with it for weeks now and can't even come close to that level of brightness...wait a second...something about that image looks funny...


OK. I ran that screenshot through a photo-analyzer. I first had to isolate the source of the super light beam, and break down the data:

Link To Degraded Image

Then, I had to have the super computer I'm using reconstruct the isolated area:

Link To Reconstructed Zone

Next, I begin tweaking the contrast and intensity levels...that's when I discovered there is a source to the Super Nova.

Link to Super Nova

I couldn't believe my eyes. Once I found the Super Nova, I ran the full spectral analysis and found the source of the Torque 3D Sun's sheer power:

The Source!
#94
07/01/2009 (5:22 pm)
@ Steve: Love the long red hall shot.

@ Mich: You're Fired!
#95
07/01/2009 (6:19 pm)
woo very nice.
when the clouds come across the path of the sun dose the clouds block the sun ?

#96
07/01/2009 (6:40 pm)
Hey, just thought I'd show some pics of a test level I threw together the day I bought T3D to test out the tools and such out. I started from scratch (i.e. completely empty level) and went on from there. The entire level was created in about 3.5 hours (including the time taken to model and texture the dock and guard towers, and texture the windmill). I had previously modeled the windmill just for fun to put in in a small TGEA scene, but it fits right in with T3D :D

img523.imageshack.us/img523/2545/testgame200906301029515.jpg
img504.imageshack.us/img504/6384/testgame200906301032536.jpg
img355.imageshack.us/img355/2060/testgame200906301032290.jpg
img44.imageshack.us/img44/489/testgame200906301033114.jpg
img523.imageshack.us/img523/6544/testgame200906301034529.jpg
img504.imageshack.us/img504/6899/testgame200906301033286.jpg
NOTE: The guard towers are far from finished (in fact I haven't really even done anything as far as texturing goes yet). I just got so excited with all the cool stuff I just had to go ahead and take some pics :D
#97
07/01/2009 (6:58 pm)
@Hans:
no

not unless you add a cloud layer but no not skybox clouds
#98
07/02/2009 (4:06 am)
@Daniel
That is nice work. I like the first picture especially.
#99
07/02/2009 (9:45 am)
Daniel, can you change the texture on your mesh wall so that the bricks on the sides look horizontal instead of vertical? It's the only thing that distracts me in your really cool looking scene. :)
#100
07/02/2009 (10:53 am)
@Kenneth: Yeah, that's been kind of bugging me, too. To fix it, I would have to create a duplicate stonewall image, rotate it 90 degrees, and then apply it to the sides. Not too hard, but I'm thinking what would be really helpful is if there was an orientation option which defines how each material (i.e. top, bottom, and sides) is applied to the geometry. It would even have to be an angle adjuster, just a simple toggle button--on rotates the corresponding material 90 degrees, while off just displays it how it is. Not only would it be easier, but it would save space as, in this case, you wouldn't need a separate image for the sides.

Another thing that would be neat is either having the option of adjusting the material applied to the front and back faces (or ends), or applying the side material and mapping it so it lines up with the side faces. As of now, whatever material is applied to the front and back faces is horribly stretched across it. To hide this, you need to bury the ends of the wall into the ground (as I did), or model a wall ending to cover the ends up.

Anyway, just a few ideas. I realize it's still being developed, and am waiting as patiently as I can to see what they do with it :D