Game Development Community

Torque 3D Show Off Thread!

by Tom Spilman · in Torque 3D Beginner · 05/30/2009 (1:20 am) · 823 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!

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.

#261
07/28/2009 (9:47 am)
Quote:Tom, what size is the ground texture
The rock texture is 1024x1024. The grass texture is supposed to repeat more than you see in those images, so it's a little off at the moment.
#262
07/28/2009 (12:05 pm)
There are some more fixed in the next release that are helping that scene (dual paraboloid shadows working, fixed parallax on terrain) that you don't have access to in B4. That said... its all in the art and placement of lights... technology alone cannot make your game pretty.
#263
07/28/2009 (12:29 pm)
Quote:There are some more fixed in the next release that are helping that scene (dual paraboloid shadows working, fixed parallax on terrain) that you don't have access to in B4

Nice one :D

Quote:. That said... its all in the art and placement of lights... technology alone cannot make your game pretty.

Never a truer word said !


EDIT: thought there was a problem with thread limits.. seems ok now :)
#264
07/28/2009 (3:27 pm)
um, yeah, sexeh!
#265
07/30/2009 (10:01 am)
Latest version of my Coastal Cliff scene, includes a night scene now. Still a few tweaks I can make, but nothing major at the moment.

#266
07/30/2009 (10:34 am)
Very Cool Jacob! can't wait to see your next video! What do you plan on doing with the coast scene?
#267
07/30/2009 (12:12 pm)
@Jacob Dankovchik:

you gonna make a resource with those changes tot he water that you made? They look nice!
#268
07/30/2009 (2:05 pm)
@Jacob: Shouldn't there be specular highlights on the Ocean when the Sun rises?
Pretty cool overall, though.
#270
07/30/2009 (2:53 pm)
Actually the water shader does not do specularity. There were a few specularity "experiments" as commented in the TGEA water shaders but I never got it looking acceptable and removed them.
#271
07/30/2009 (2:56 pm)
@Jacob: Beautiful work man!
#272
07/30/2009 (8:35 pm)
I'm still not entirely sure what I'll do with my water shader, or the Coast map just yet. We'll see, in time.
#273
07/31/2009 (7:28 am)
What decides the foam color? It should be the averaged color of the sun disk in the scatter sky. Then as it gets below the horizon I would thing that the night color should be used. or something. It looks really weird. Is the foam code still a WIP?

or better yet, since it is a post process effect screen it with the lighting pass.
#274
07/31/2009 (9:28 am)
If you use 'lightinfoUncondition' you will get back a Color term, an approximation of the summed N dot L * Attenuation from all lights, and a specular term evaluated with specular power 8 (To get other specular powers, use identies of exponentiation). Those should give you most, if not all of the info you need to approximate most light effects, including Fresnel, since specular is computed as N dot H.
#275
07/31/2009 (12:40 pm)
@Pat: That's the kind of docs I'm after. :) Thanks.
#276
07/31/2009 (1:24 pm)
I just realized, I am full of it...the water is a translucent, it won't get drawn to the light info buffer. I think there may be plans to change this, though.

For non-translucent objects, though, what I said is true ;)
#277
07/31/2009 (6:31 pm)
Here is an interesting result I got while working on an SSAO shader...


Regular...

farm4.static.flickr.com/3530/3776828194_4da716f621.jpg

On...

farm3.static.flickr.com/2622/3776828398_6f8d1eb6fe.jpg

Reminds me of doing charcoal drawings of primitive shapes in Drawing 101
#278
07/31/2009 (6:37 pm)
Reminds me of debugging a raytracer ;)
#279
07/31/2009 (6:46 pm)
That is pretty cool =)
#280
07/31/2009 (8:00 pm)
I would totally play that game.