Torque 3D Development - Beta 3!
by Brett Seyler · 06/24/2009 (8:45 pm) · 130 comments
Thanks for your patience everyone. I know this was a longer stretch than expected between Beta 2 and 3, but wow, we've been busy!
Download Torque 3D Beta 3 from your Account
Again, we have an enormous list of new stuff (see below), improvements (~200), (fixes (100+) and known issues you'll find posting in the Torque 3D forums.
New Stuff in Beta 3!
Shape Editor - This new feature allows you to apply various changes to a mesh after it is loaded. You can merge animations, define nodes, rename meshes, and more. Tutorial video and extensive docs on this are forthcoming, but it's pretty intuitive to play with, so have fun!

Decal Editor - This allows you to quickly paint and edit decals in the scene. On the engine side, we've done a major rework of Decal-related source code, so it's now much more efficient and significantly easier to understand. As with the Shape Editor, we'll have a tutorial video and extensive docs available soon.

Mesh Road Editor - This allows you to quickly prototype a 3D mesh road. We're stressing the word "prototype" here because there's a lot this tool is not yet wired to do. For example, applying an arbitrary mesh profile (for different shaped roads with curbs for example) is not yet possible. This would be an excellent community project if someone want to give it a go, but we're going to leave this as a prototyping tool in this release.

Beta 3 also includes...




Mac / OSX Support for:
- Basic Lighting
- TerrainBlock
- Water
- ScatterSky
- CloudLayer
- Toolbox
- pureLIGHT



For the full monster list of improvements, fixes, and remaining known issues, see the Torque 3D forums for details.
If you're ready to move to Torque 3D, you can still get your $100 OFF pre-order discount right now. This discount will be reduced to $50 OFF at the end of June. If you're already a Torque 3D owner, congrats! Don't forget to post your Beta 3 feedback in Torque 3D Private Forums. We need your help to get to the finish line!
We've still got a ways to go to fully catch up on the Mac / OSX side, but we're moving quickly. Full feature and stability parity with Windows is our goal for Beta 4.
More development blogs to come. This is post #25.
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.
#82
Add a normal map scroll down the Parallax Slider

Terrain Painter:
Add a normal map notice Parallax Amount

06/28/2009 (9:11 pm)
Material Editor:Add a normal map scroll down the Parallax Slider

Terrain Painter:
Add a normal map notice Parallax Amount

#83
06/28/2009 (9:49 pm)
@Jordan thanks for the reply regarding beta 3 source, with that confirmed I just purchased a copy.
#85
One Example of Layers: 0.DiffuseMap + 1.SpecMask + 2.IlluminationMask + 3.GlowMask
One Example of Layers: 0.NormalMap
One Example of Layers: 0.DetailMap
One Example of Layers: 0.ToneMap
7 Textures One Material

Terrain has "Virtually Unlimited Material Layer Painting" but the Material is limited to 3 Textures Diffuse+Detail+Normal
06/28/2009 (10:13 pm)
Materials have 4 layers.One Example of Layers: 0.DiffuseMap + 1.SpecMask + 2.IlluminationMask + 3.GlowMask
One Example of Layers: 0.NormalMap
One Example of Layers: 0.DetailMap
One Example of Layers: 0.ToneMap
7 Textures One Material

Terrain has "Virtually Unlimited Material Layer Painting" but the Material is limited to 3 Textures Diffuse+Detail+Normal
#86
Thanks alot for the reply so it is the Material that is limited.sound Awesome.
I am purchasing Torque3d Tomorrow :)
wooohoooo i just have enough money
06/28/2009 (11:10 pm)
@OmegadogThanks alot for the reply so it is the Material that is limited.sound Awesome.
I am purchasing Torque3d Tomorrow :)
wooohoooo i just have enough money
#87
@Hans - congrats on your soon-to-be purchase...welcome to the T3D sensation! :D
06/28/2009 (11:18 pm)
@TacoX - You're welcome :) Have fun with the beta!@Hans - congrats on your soon-to-be purchase...welcome to the T3D sensation! :D
#88
Question - does Autodesk fbx converter convert dae files ok and do they work ok in Torque3D?
thks
Hans
06/29/2009 (12:03 am)
@Jordan - Thanks for that :) i am looking foward to using it and what i can get out of torque3dQuestion - does Autodesk fbx converter convert dae files ok and do they work ok in Torque3D?
thks
Hans
#89
usa.autodesk.com/adsk/servlet/index?siteID=123112&id=10775855
If your mesh is greater than 12k polys detach polys to separate meshes they will export in a single .dae file and load properly in Torque3D.
HowTo:
www.garagegames.com/community/blogs/view/17567
06/29/2009 (12:18 am)
Newest Collada Plugins:usa.autodesk.com/adsk/servlet/index?siteID=123112&id=10775855
If your mesh is greater than 12k polys detach polys to separate meshes they will export in a single .dae file and load properly in Torque3D.
HowTo:
www.garagegames.com/community/blogs/view/17567
#90
Awesome - i am using modo and will convert the FBX file that modo makes through the autodesk FBX converter to Dae format - hoping it will work..
06/29/2009 (12:44 am)
@OmegaDogAwesome - i am using modo and will convert the FBX file that modo makes through the autodesk FBX converter to Dae format - hoping it will work..
#91
I sense another user who's still on 302... Me too.
BTW, there are scripts out there that export directly to Collada from within modo. Think there were two implementations. One guy did it for Unreal and his exporters I remember to work quite okay in general.
06/29/2009 (12:51 am)
@HansI sense another user who's still on 302... Me too.
BTW, there are scripts out there that export directly to Collada from within modo. Think there were two implementations. One guy did it for Unreal and his exporters I remember to work quite okay in general.
#92
Yes i have 302 :) have not taken the plunge yet to 401
YA i am having probs trying to import the plugin for the .lua sorry it plugin in alright but when i go to save as or export and select the dae format and then save it it crashs modo even if the model is just a cube.
so i am trying another way :)
06/29/2009 (1:11 am)
@ReneYes i have 302 :) have not taken the plunge yet to 401
YA i am having probs trying to import the plugin for the .lua sorry it plugin in alright but when i go to save as or export and select the dae format and then save it it crashs modo even if the model is just a cube.
so i am trying another way :)
#94
ok will give it a go, at work at the mo, will post tonight.
Thanks Again for ya help
06/29/2009 (1:22 am)
@Reneok will give it a go, at work at the mo, will post tonight.
Thanks Again for ya help
#95
All of those atmosphere changes/upgrades sound great!! Do you think you could upload some screenshots of them in action? I'm quite curious. Haven't seen much on the new atmosphere/sky/sun system on the blog, if any.
06/29/2009 (2:25 am)
@MichaelAll of those atmosphere changes/upgrades sound great!! Do you think you could upload some screenshots of them in action? I'm quite curious. Haven't seen much on the new atmosphere/sky/sun system on the blog, if any.
#96
http://www.neutrone.net/blog/
06/29/2009 (3:07 am)
Also, for an example of what i was talking about with the cloud shadows:http://www.neutrone.net/blog/
#98
To thank the instructors to teach! I go to Malaysia a few days. Just came back last night. On-line today to see the master on the back. Too thanked.
06/29/2009 (9:22 am)
@ OmegaDog 师傅好。To thank the instructors to teach! I go to Malaysia a few days. Just came back last night. On-line today to see the master on the back. Too thanked.
#99
06/29/2009 (9:37 am)
I tried a bit, and that material can not be applied to material on the terrain. Material can only be applied to the polygon.
#100
Can you post the list (~200 improvements, 100+ fixes ) also for us "Currently-Non-T3D-User"?
06/29/2009 (10:17 am)
@Brett Seyler: Quote:
Again, we have an enormous list of new stuff (see below), improvements (~200), (fixes (100+) and known issues you'll find posting in the Torque 3D forums.
Can you post the list (~200 improvements, 100+ fixes ) also for us "Currently-Non-T3D-User"?
Torque 3D Owner Szzg007
why I can't look for that?
how body can help?