Game Development Community

Feel free to post show-off threads here!

by Kenneth Holst · in Torque 3D Public · 09/23/2009 (7:15 pm) · 54 replies

As the official show-off thread has gotten huge, feel free to post additional show-off's here.
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#41
10/12/2009 (6:52 pm)
There are no puny eathlings in our game or atleast not planned. Below are just some of the concepts for characters for the game.

www.mouseplayproductions.com/demo/images/previews/steorra_designs_004.jpg
www.mouseplayproductions.com/demo/images/previews/steorra_designs_003.jpg
www.mouseplayproductions.com/demo/images/previews/steorra_designs_002.jpg
www.mouseplayproductions.com/demo/images/previews/steorra_designs_001.jpg
Now to get them created, skinned and rigged.
#42
10/20/2009 (4:00 am)
Some early shots of "cookies" for in 1.1...



farm3.static.flickr.com/2470/4028133893_c29f4e63a7.jpg

farm3.static.flickr.com/2797/4028887560_b13fa60a08.jpg

farm3.static.flickr.com/2678/4028887280_d3f10f0897.jpg


#43
10/20/2009 (4:04 am)
THATS EPIC! I just want to fill some levels up with batman lights now! :)
#44
12/02/2009 (3:25 pm)
FYI.... the cookie functionality is in Torque 3D 1.1 alpha. And i expect people to use it! :)

Also doing some work on adding more light animation features for 1.1 beta:


Just wait for rotation and we'll have some Batman light sirens.

#45
12/29/2009 (4:28 am)
Survival Strike WIP. - No skybox or terrain changes yet, just testing time of day.

www.something2play.com/images/screenshots/wip/damaged_town1.jpg
More images can be found here - I will post an update once this area is finished.
#46
12/29/2009 (12:54 pm)
please remove
#47
01/02/2010 (7:42 pm)
One of our main characters.

www.something2play.com/images/screenshots/wip/soldier_1.jpg
#48
01/03/2010 (7:27 am)
Cookies! LOL, old 'movie term' there....

Now, on the 'Stage'; we call them 'Gobo's..... as in they 'go before' the pointSource and the surface they're projected onto....been waiting for something like this in Torque.

The early TGEA 'decal' projector did some nasty 'snapping' to surfaces, no smooth transition between surfaces, nasty rendering there. This seems like a more elegant solution, Tom! Good work!
#49
01/03/2010 (7:34 am)
@Rex - Yes this is all per-pixel and light based, so it projects properly on any rendered surface regardless of geometric complexity.

I'm surprised i haven't seen anyone using them since we release it in 1.1 alpha.
#50
01/03/2010 (4:57 pm)
People don't know how much fun it is...you gotta get yourself a bat-signal and hum the music...

Da--da-da-da-DAAAAAAAAAAA--Da!
#51
01/03/2010 (6:33 pm)
Oh ... that's how it works - and doesn't need alpha either ...

farm3.static.flickr.com/2800/4242546662_587411594b_o.jpg
#52
01/03/2010 (6:34 pm)
Toni! Noooooo...
#53
01/04/2010 (12:00 am)
Trust you, Steve... ;)

That gobo stuff looks great - I've always wondered how to go about creating a textured flashlight effect. Now I know :P.
#54
01/04/2010 (11:30 am)
@Steve - Yes... we're currently not using the alpha for anything. All you need is a RGB map and it will colorize the light. For point lights just use a DDS cubemap file.

Also these are *really* cheap performance wise. You should use them on nearly all your lights to flavor them with near field obstructions and imperfections.

Note they are not supporting in Basic Lighting and probably never will be.
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