M.A.C.K. & F.A.C.K. on T3D...
by QuintonD · in General Add-On Discussion · 10/26/2009 (10:56 pm) · 6 replies
I have done some preliminary searches on both these forums and the Brokeass Games forums for any information regarding this.
I don't have a problem attempting the port myself it if hasn't been done ... but if somebody has done this or if the official product supports it then I would just like some conformation.
I have checked the product pages and my download pages and there doesn't seem to be a specific download for M.A.C.K. or F.A.C.K.
Thanks again for any further information or assistance you can provide.
I don't have a problem attempting the port myself it if hasn't been done ... but if somebody has done this or if the official product supports it then I would just like some conformation.
I have checked the product pages and my download pages and there doesn't seem to be a specific download for M.A.C.K. or F.A.C.K.
Thanks again for any further information or assistance you can provide.
About the author
#2
As long as I know they are in the pipeline then that is cool for me. I can use place holder character models while I am doing the Prototype.
Thanks for the response ... it is much appreciated. :)
10/27/2009 (12:22 am)
Ahhh okay Rex ... no worries then.As long as I know they are in the pipeline then that is cool for me. I can use place holder character models while I am doing the Prototype.
Thanks for the response ... it is much appreciated. :)
#3
10/28/2009 (8:23 pm)
Do the base DTS and DSQs work out of the box - GUI/script elements excluded?
#4
Thanks all for the continued interest and support for the Mega Pack!
10/29/2009 (3:53 am)
Yes, the DTS shapes and the DSQ libraries are standard 'Torque' file formats; the issues arise with our existing code clashing with T3D's new feature set, which slightly overlap. It is this overlapping, we are working to sort thru.Thanks all for the continued interest and support for the Mega Pack!
#5
11/19/2009 (6:14 am)
Any news about this yet?
#6
11/19/2009 (9:50 pm)
While not related to script ports to T3D I did discover that when adding an A.C.K to T3D it showed translucent, ghost-like. Using the Material Editor | Advanced Properties to disable alpha (change from LerpAlpha to None) on each part displays the textures correctly.
Torque Owner Rex
We, at BAG, intend to bring our character kits to the T3D engine. We added this porting project at the lower end of our project list and have no firm speculation on it's completion.
The porting process may very well need some Source art modifications and this is what we are researching.
Your patience is appreciated and as 'they' say, "we're working as fast as we can...".
I'll bring this up at the next meeting and we'll reassess things.
Thanks again!
Rex