Game Development Community

Additional graphical menu controls: Basic lighting/AF/AA

by 000 · in Torque 3D Beginner · 07/26/2010 (6:42 pm) · 3 replies

I would have posted this within the 'Torque 3D Status - 6/30/2010' thread on the private forums, but since us Binaries are regulated only to here now I figured this was the best place.

Manually enabling AF and AA (Anisotropic filtering and antialiasing) in the driver set isn't a viable option for most customers out there. Is this going to be an added option to T3D, perhaps in 1.1 along with everything else? I've been running AF x16 in T3D manually (through the driver setup) and it looks great, it looks like crap otherwise.

Also, since 'Basic Lighting' is a selectable option within the editor and it's changes are reflected in real time, why not have this as a menu option for users for lower end machines. This way I can have the largest available hardware accessibility base. It could even be a menu option that, in order to be enabled, the game needs to restart, if there's fears of complex lighting scenes crashing the game when flipping from 'Advanced' to 'Basic'. The only 'problem' I find with basic lighting is that the specular level is set way too high. I could adjust this in the texture map settings, but I'd be ideal if I had a spec map for the 'advanced' and a generalized spec for basic.

Again, within editor changing the viewing distance, it's a real time thing, it could be a menu option, also, has anyone setup a fog layer at the cull point of the viewing distance?

I've done searches on these and haven't found any threads, if one is up, please link it so I could check it out.

#1
07/26/2010 (7:20 pm)
Lighting quality etc - there's a new dialogue for options in 1.1beta1 that addresses this sort of thing, and of course you can change it all in script or make your own.
#2
07/27/2010 (2:39 pm)
There's been no change in forum access for T3D or T3D Pro. I know there were some people that lost their access in the site launch due to a site bug, but I believe that's all been corrected now.
#3
07/27/2010 (3:10 pm)
Thanks Scott, I'll drop an email to see what's up.