Torque 3D Show Off Thread!
by Tom Spilman · in Torque 3D Public · 05/30/2009 (1:20 am) · 529 replies
I think it's about time we started a show off thread for cool Torque 3D stuff.
Screenshots are great... but a YouTube HD video gives you massive bonus points. :)
Ready... Set.... GO!
Screenshots are great... but a YouTube HD video gives you massive bonus points. :)
Ready... Set.... GO!
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#302
Good spot. Yeah, it's true. I'm jumping on the stairways because with default collision player can stuck on some polysoup objects. However it can be solved with the use of PhysX physics - it has separate class for player collision. However when using projectiles and triggers didn't worked with PhysX T3D betas, probably it will be fixed soon (I don't know, maybe Beta 5 already fixed it).
08/11/2009 (9:40 am)
@AldavidsonGood spot. Yeah, it's true. I'm jumping on the stairways because with default collision player can stuck on some polysoup objects. However it can be solved with the use of PhysX physics - it has separate class for player collision. However when using projectiles and triggers didn't worked with PhysX T3D betas, probably it will be fixed soon (I don't know, maybe Beta 5 already fixed it).
#303
08/11/2009 (10:23 am)
Quote:@AldavidsonAnd their i thought you where just a bunny hopping addict, love the vid though =]
Good spot. Yeah, it's true. I'm jumping on the stairways because with default collision player can stuck on some polysoup objects. However it can be solved with the use of PhysX physics - it has separate class for player collision. However when using projectiles and triggers didn't worked with PhysX T3D betas, probably it will be fixed soon (I don't know, maybe Beta 5 already fixed it).
#305
08/11/2009 (2:45 pm)
Looking awesome Fyodor!
#306
08/11/2009 (3:00 pm)
Looking sweet! Btw you can use hideHUDs(true) in the console to get a nice screenshot.
#307
08/11/2009 (4:16 pm)
Looks great Fyodor, though the apparent pebble pile defying gravity on the left side of the slope jumps out at me.
#308
Here is an example of what i mean, though i'm sure GG's forum wont accept text formatting like this.
_|
_| |
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_|_____|
With an invisible slope, it would look like that but the player would move on something like this
/|
/ |
/ |
/___|
Just not as steep. I hope those pictures didn't get screwed up, it's too late at night for me to open paint.
08/11/2009 (9:54 pm)
Yuri, you can just create a sloped mesh that goes over the stairs, and throw a transparent/invisible texture over it to give the effect of stairs but have a seamless slope transition up the stairs.Here is an example of what i mean, though i'm sure GG's forum wont accept text formatting like this.
_|
_| |
_| |
_|_____|
With an invisible slope, it would look like that but the player would move on something like this
/|
/ |
/ |
/___|
Just not as steep. I hope those pictures didn't get screwed up, it's too late at night for me to open paint.
#309
EDIT: Here's what Neill's example should look like
08/11/2009 (9:57 pm)
Seems like the forum doesn't like spaces. I could do a quick paint mockup for you.EDIT: Here's what Neill's example should look like
#310
We do this for the stairs in the Undercity level to avoid the same problem.
08/12/2009 (1:04 pm)
Another thing you could do to achieve the same effect is to create two meshes, one modeling the other stairs and the other a ramp named "collision". Then in the editor you can tell an object to either use its visible mesh or the collision mesh (collision -> collisionType in the Inspector). It will still do polysoup collision but do so based on the collision mesh instead of the actual stairs.We do this for the stairs in the Undercity level to avoid the same problem.
#311
08/12/2009 (1:32 pm)
I think you could as well create a simple dummy invisible cube with collision and scale/rotate it to lay over the steps. You could reuse this objects in similar situations too. It might not be the most elegant, but drastically decreases production time. ;)
#312
08/12/2009 (3:18 pm)
The ramp is the World of Warcraft solution as well, and it works really well IMO.
#313
img16.imageshack.us/img16/5024/sampleterrain.jpg
(sorry about the link, it was too big to fit in the column)
08/12/2009 (4:57 pm)
Test map I made in Geo Control 2. Not finished yet, haven't stuck in all the rivers or waterfalls (or trees for that matter). Thanks to everyone that helped me figure out how to make it not look so lego like.img16.imageshack.us/img16/5024/sampleterrain.jpg
(sorry about the link, it was too big to fit in the column)
#314

What I really like the most is that Torque3D doesn't make the art look like complete shit like TGEA did. Fine details as well as proper form in the normal maps are shown, the specular displays right, colors aren't washed out from that horrible TLK lighting.
Now if we could only find some funding to move the whole game to Torque3D :)
08/13/2009 (8:18 am)
Just for fun I brought in one of the Mechs that we created for Lore Aftermath (which runs on TGEA 1.7x) into Torque3D.
What I really like the most is that Torque3D doesn't make the art look like complete shit like TGEA did. Fine details as well as proper form in the normal maps are shown, the specular displays right, colors aren't washed out from that horrible TLK lighting.
Now if we could only find some funding to move the whole game to Torque3D :)
#316
08/13/2009 (1:26 pm)
My vote is on BoomBot. He looks like the under dog.
#317
would be cool in torque 3D if it could been seen from the distance and people would say 'Look out that manta ray is armed'
08/13/2009 (3:53 pm)
I made a Manta Ray for show its not thatdecent but its the best animation i've made and we need life in the waters :-D would be cool in torque 3D if it could been seen from the distance and people would say 'Look out that manta ray is armed'
#318
but,
this thread is for people who have purchased Torque 3D,
to express what the have done with Torque 3D,
shown in Torque 3D.
so,
buy Torque 3D,
put that animation in Torque 3D,
record it from Torque 3D,
and post THAT here.
get it?
got it?
good.
08/14/2009 (12:26 am)
good for you Minesh.but,
this thread is for people who have purchased Torque 3D,
to express what the have done with Torque 3D,
shown in Torque 3D.
so,
buy Torque 3D,
put that animation in Torque 3D,
record it from Torque 3D,
and post THAT here.
get it?
got it?
good.
#319
08/14/2009 (12:47 pm)
They should rename the thread to "Torque 3D Show Off Thread" in order to avoid confusing people, as the thread is now in the public area of the forum.


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