Cool ideas for T3D ???
by Giorgio Zanetti ( JoZ ) · in Torque 3D Public · 09/09/2010 (9:28 pm) · 5 replies
Maybe wouldn't it be nice a thread for showing ideas for future version of T3D ?
Maybe also taking ideas from other engines...
So...
I would start with those from the Wolfire's Phoenix Engine in development...
Sky objects advanced editing
Decal advanced editing
:-D
Maybe also taking ideas from other engines...
So...
I would start with those from the Wolfire's Phoenix Engine in development...
Sky objects advanced editing
Decal advanced editing
:-D
About the author
Recent Threads
#2
-beams/ribbons
-gui/font shaders
-integrated parallel processing
09/10/2010 (2:00 pm)
-volumetric smoke/fog-beams/ribbons
-gui/font shaders
-integrated parallel processing
#3
09/12/2010 (3:21 pm)
Whoa, some cool stuff in those Phoenix Engine videos!- Beams and ribbons would certainly be awesome.
- Torque 3D gives us improved environments (sky, terrain, water, replicators) over what we had before but it still needs work on precipitation and lightning.
- Torque 3D water is nice but some sort of wave modelling would kick ass... or at least being able to make use of wave height in buoyancy calculations and water movement.
- Volumetric fog for atmosphere -- volumetric clouds would be cool too.
- Playback controls (start/stop) for material animations since IFLs are gone. To make it even better add Ease as well as being to pause or skip to a specific frame of animation.
- Physics reactive particles.
#4
So I repost the idea there: PREFABS exposed like a special sim group in inspector tree
I really would like to see prefabs in the inspector tree as a special folder I can expand and edit the content of... so you don't have everytime to explode a prefab and regrouping the content into a prefab again...
Maybe it can works so that when you change something into that prefab it is marked as dirty and with a right click on it you can choose to save the changes to the prefab file...
Obviously when quitting the mission torque must advise you that there are unsaved changes to that prefab and ask if you want to quit without saving or you want to stay to save the changes ...
01/12/2011 (5:31 pm)
Ok, it seems I would have to remember about this thread before posting THIS...So I repost the idea there: PREFABS exposed like a special sim group in inspector tree
I really would like to see prefabs in the inspector tree as a special folder I can expand and edit the content of... so you don't have everytime to explode a prefab and regrouping the content into a prefab again...
Maybe it can works so that when you change something into that prefab it is marked as dirty and with a right click on it you can choose to save the changes to the prefab file...
Obviously when quitting the mission torque must advise you that there are unsaved changes to that prefab and ask if you want to quit without saving or you want to stay to save the changes ...
#5
01/12/2011 (5:33 pm)
Further that a great YAY! for the assets library with previews... it's really lacking!
Torque Owner Alfio Saitta
Collateral Studios
I often feel a lack of good assets library with previews. I have a few thousand objects with absurd names of files, and then it becomes difficult to know if an file selected is the right object. It would by also improve the materials library, is tragically slow.