Game Development Community

Torque 3D Development - Beta 3!

by Brett Seyler · 06/24/2009 (1:45 pm) · 130 comments

68.233.5.139/~transfer/brett/header_blog_t3d_dev-1.png

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...

  • Major reworking of the Material Editor to improve flow and usability
  • Material Selector and tagging system for Materials


  •                       



  • Full pureLIGHT support including improved Tonemapping and the new Vertex Color Lighting (allows you to bake lighting into the vertex colors...more efficient for small/dense meshes) as well as support for mixing with Advanced Lighting


  • purelight_t3d_demo17



  • A new pureLIGHT Demo with several new example scenes


  •                       


  • Portal and Zone objects and exposed them to the World Editor
  • SFX now supports streaming sound
  • Switched Glow to be a new PostFX
  • Improved TerrainBlock rendering
  • Normal mapping and Parallax mapping for TerrainMaterials


  •            


  • Added Parallax mapping to mesh Materials

  • Mac / OSX Support for:
    • Basic Lighting
    • TerrainBlock
    • Water
    • ScatterSky
    • CloudLayer
    • Toolbox
    • pureLIGHT
  • Interiors can now be exported to Collada via the World Editor


  • farm4.static.flickr.com/3308/3638056486_ecf7fc6eae.jpg



  • A Toggle Visibility tool to World Editor which allows for toggling on and off various debug rendering modes as well as toggling the visibility of various game classes


  •                       


  • Vastly improved Reflection handling
  • New 'soft snap' capability to the World Editor (hold down CTRL while moving selected objects to activate it)
  • New PhysX Cloth object and exposed it to the World Editor (video from last week if you missed it)




  • PhysX 2009-06-17 Cloth 3           PhysX 2009-06-17 Cloth           PhysX 2009-06-17 Cloth 2



    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:

    About the author

    Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

    #61
    06/25/2009 (6:12 pm)
    Thank you chris. Rock Solid and brilliant.
    #62
    06/25/2009 (6:38 pm)
    Great job.

    I find that one thing between professional games and indie games is the amount of extraneous material in the level. Bioshock had all this debris everywhere and it looks way better than just an empty room. SO i feel the decal editor will solve this problem. I can't wait to make it.

    Also

    was this level built in constructor?

    http://www.flickr.com/photos/39110214@N05/3658141306/sizes/l/
    #63
    06/25/2009 (6:44 pm)
    Nope...that was built in 3D Studio Max
    #64
    06/25/2009 (7:52 pm)
    @Thomas

    Quote:If i place a portal inside of a bigger DTS, are the invisible polygons ignored? Or can portals only handle the complete mesh?

    Well you mean a Zone... but no. Zones cull SceneObjects. So if you have one giant DTS that is your level it won't cull submeshes like that.

    Still that is something we want to fix, but i don't think it will be for 1.0.
    #65
    06/26/2009 (2:31 am)
    @matt:
    Why no Wetness & Precipitation demo in beta3?
    I hope learning that.....
    #66
    06/26/2009 (3:01 am)
    because Gerhard saw how much people wanted it, saw a chance to make money, asked for too much for the solution, and the GG guys told him to stick it in a warm dark smelly place???

    (luister ou boet, gee ons die donder se ding, aseblief? ek vra so mooi)
    ek het lank laas in "die taal" geskryf, so ek vra om verskoning as daar foute is.

    just a guess,

    dont take me serious, just kidding, maybe??
    drunk. (en gerook)
    dunno.

    Why no Wetness & Precipitation demo in beta3?
    #67
    06/26/2009 (6:34 am)
    I worked with Beta 3 all last night - great BTW
    not enough time to try everyhting but I may have misunderstood
    the "PureLight Demo" listing in the features list, is that a "demo" meaning a demo version of the lighting tool or just referring to the demo scenes featuring PureLight?
    #68
    06/26/2009 (7:36 am)
    HEya

    Is there any update about reflection for DTS models ( car) ?
    #69
    06/26/2009 (9:06 am)
    As a Mac user, I thank you. You've made me a very happy person :D
    It runs like a dream on my system, can't wait to get stuck into it.
    #70
    06/26/2009 (10:33 am)
    There is no wetness and precipitation in Beta3 because it is not yet fully compatible with GFX.
    #71
    06/26/2009 (1:42 pm)
    The pureLIGHT Demo is just scenes featuring the results on pureLIGHT...not an actual demo of the pureLIGHT tool.
    #72
    06/26/2009 (5:22 pm)
    With the new portal stuff... Is Torque Constructor and DIF's still needed to create the zones (for culling)?

    www.garagegames.com/community/forums/viewthread/94475/1#comment-642591

    Warning: might be an ignorant question since I'm new to the DIF's...
    #73
    06/26/2009 (5:23 pm)
    Hooray, thank you so much for the mac port. Just have a few questions.

    Are you guys planning on having PhysX for the mac?
    Will Torsion ever be ported to the mac?

    Thx.
    #74
    06/26/2009 (5:24 pm)
    Hmm, how come I can't find it at all in my account?
    Is it only for users who subscribed for beta testing or something like that?
    #75
    06/26/2009 (5:47 pm)
    Diego, Torque 3D Pro is a $1000 license:
    www.garagegames.com/products/torque-3d
    #76
    06/27/2009 (11:44 am)
    Just a comment\suggestion:
    I've been a TGEA and TGE owner for over 5 years now, and although torque 3D is shaping up to be something out of a wet dream, I feel that there is one thing that may be lacking, and has been lacking for years.

    The cloud/sky/sun system has always been so default, and well.. lets face it, static skyboxes are just plain boring. So I'm proposing you guys should work on some sort of dynamic versatile all in one sky/cloud system (that produces realistic results), and that the sun object be more versatile aswell, even have a moon object, all that can be drastically changed with custom graphics. (You know its a torque game when you see the fxsun.) NOT TO MENTION... Can you imagine if we had dynamic cloud shadow-casting? That would add so much to an environment. I just think these are all things that have left outdoors torque scenes... somewhat empty.

    If all of that were to be implemented I would be buying this in a heartbeat. Other than that, great work guys, Beta 3 looks stunning.
    #77
    06/27/2009 (8:25 pm)
    @Cameron - The atmosphere we have implemented is leagues beyond what TGE or TGEA could have accomplished: procedural cloud systems, full sun and atmosphere control, hooks into a Time of day object for a day/night system. There is even releigh and mie scattering fields (I had to actually research the science behind these O_o)

    The sky system you can have in Torque 3D is above and beyond most AAA games you can pick up off the shelf.

    So, hope that speeds along your purchase ;)
    #78
    06/28/2009 (8:56 am)
    Being a MAC user, with Beta 3 was about time to get back into Torque. Can't wait to learn to use Torque tech to then produce something cool :)
    #79
    06/28/2009 (9:40 am)
    Is source included with the Torque 3D beta?
    #80
    06/28/2009 (11:55 am)
    @TacoX - Yes, full source code is included with all the beta versions.