Torque 3D Development - Lighting, Terrain, and Cloth
by Brett Seyler · 06/18/2009 (3:46 am) · 85 comments

With Beta 3 just around the corner, I wanted to share with you guys a collection of recent highlights from the Torque 3D dev team. They're making incredible progress and everything you see here will be in next week's release. There's so much here, I'm going to let what's below speak for itself. Enjoy...
Advanced Lighting Tutorial from Lara Engebretson
Normal and Parallax Mapped Terrain from Sickhead

Detail Map

Detail and Normal Maps

Detail and Normal Maps plus Parallax

Nice Hifi Terrain!
Player Ripple Particle Effect from Sickhead and Todd Pickens

DIF --> Collada from Matt Fairfax

From Torque 3D

Burg DIFs in 3ds Max
PhysX Cloth from Sickhead

If you're ready to move to Torque 3D, you can still get the pre-order discount.
$100 OFF Torque 3D pre-order discount
This discount will expire when we've released a final version of Torque 3D. If you're already a Torque 3D owner, congrats! Please remember to post your Beta 2 feedback in Torque 3D Private Forums. Thanks!More development blogs to come. This is post #24.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, and the Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#42
06/19/2009 (11:21 am)
I am Waiting...waiting....and waiting....again..........again*N.....
#43
Can I see a small video of the new terrain normal maps/parallax thing? I want to see it from multiple angles, because I want to know if it is 3d... A single screenshot does not really give me much detail on that.
06/19/2009 (11:59 am)
Again I ask (for the third time... Hopefully someone will answer this time)Can I see a small video of the new terrain normal maps/parallax thing? I want to see it from multiple angles, because I want to know if it is 3d... A single screenshot does not really give me much detail on that.
#44
06/19/2009 (12:42 pm)
@Tyler - not quite what you want, but it's gonna look similar to this. Especially since the same people who made this 8 months ago, made the one for T3D.
#45
06/19/2009 (1:16 pm)
@Szzg007: Our developers are working overtime on Beta 3. We're trying to get that to you as quickly as possible! :)
#46
06/19/2009 (2:21 pm)
@Joseph: I've got an old Core2Duo 6400 machine with an 8800 GTS card.
#47
06/19/2009 (4:00 pm)
Alright! I don't know if this is trivial or everyone is overlooking this aspect but is the torque 3D multithreaded . As far as i see any game engine without multithreading today is kind of useless for commercial purpose.
#48
That is EXACTLY what I was hoping for... It's like relief mapping...
One question though: Does it require more faces loading? Or is it a neat trick to make it look 3d?
06/19/2009 (5:57 pm)
@TimThat is EXACTLY what I was hoping for... It's like relief mapping...
One question though: Does it require more faces loading? Or is it a neat trick to make it look 3d?
#50
06/19/2009 (7:20 pm)
I'm wondering that as well Aditya. :)
#52
06/19/2009 (10:24 pm)
Sickhead Rocks!
#53
Question: Is the Datablock Editor scheduled for Beta 3 or later?
06/20/2009 (6:28 am)
Yes, that's very cool.Question: Is the Datablock Editor scheduled for Beta 3 or later?
#54
but will any of the really basic physx problems be adressed in beta3?
and if not, will they be adressed at all?
I'm talking about if you have a physx enabled level, you have no collions with vehicles, so you cant mount and drive,
and the vehicles have no direct collisions with projectiles.
06/20/2009 (7:07 am)
its really wonderfull what the Sickhead guys are doing with physx,but will any of the really basic physx problems be adressed in beta3?
and if not, will they be adressed at all?
I'm talking about if you have a physx enabled level, you have no collions with vehicles, so you cant mount and drive,
and the vehicles have no direct collisions with projectiles.
#55
This is DIFs in max? new tool?
@Deborah Marshall
I know..thanks GG's developers work very hard. Should pay attention to good health. Not too hard.
@Brett Seyler
That is sooooooo cool...
What make that? slime?
06/20/2009 (9:44 am)
This is DIFs in max? new tool?@Deborah Marshall
I know..thanks GG's developers work very hard. Should pay attention to good health. Not too hard.
@Brett Seyler
That is sooooooo cool...
What make that? slime?
#56
06/20/2009 (10:44 am)
@Szzg007, it's a new part of T3D... you can export files out of T3D to Collada
#57
I think DAE file with DTS is now no distinction between in T3d beta2 and 1
hope see beta3...
when can download in my account?
06/20/2009 (12:40 pm)
SO..Output file is *.DAE or *.DIF?I think DAE file with DTS is now no distinction between in T3d beta2 and 1
hope see beta3...
when can download in my account?
#58
06/20/2009 (12:57 pm)
We will make sure to announce it when Beta 3 goes live.
#59
06/20/2009 (1:11 pm)
when?
#60
06/20/2009 (1:34 pm)
When it's done.
Associate Ross Pawley