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J0linar

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  1. regarding 3, You should not expect 128 bones, if i remember right torque3d is set to a max of 64/74 bones (might be wrong... ) Anyways you can push that number up in the source but it won`t do much good for the performance of your app.
  2. Hey folks, came across this and since am sure that some of you might want something like that, why not support it?! All-in-one VR system for 199,- by EXCHIMP Check out the ExChimp‏ Thunderclap Campaign https://www.thunderclap.it/projects/54761-all-in-one-vr-system-for-199 Visit the ExChimp‏ Website https://www.exchimp.com/ fN27LqkqTB8 Do note am not affiliated in any Way with ExChimp.
  3. how about letting ppl try! stateTimeoutValue affects how slow or fast the animation gets played in the first person
  4. open up the datablocks of weapons for example the one of the lurker and search for ´ stateTimeoutValue = 10;// change the number to affect the animation speed in the first person. for thirdperson you can always edit the player datablock in player.cs see for example crouchForce = 405; maxCrouchForwardSpeed = 4.0; maxCrouchBackwardSpeed = 2.0; maxCrouchSideSpeed = 2.0; just play around with the settings till ur satisfied
  5. Completed (at least from my pov and for what i hoped) Evrything works as it should. The Port was made by rextimmy RexTimmys GitHub https://github.com/rextimmy/Torque3D/tree/gmk_wip it compiles without issues and works
  6. just tried it myself now :/ they must have gone mia totally but i found a working link from a at least trusted site http://www.gamershell.com/download_14860.shtml forget this one!!! it seems to be for a older version and best part is that i got a virus warning from the file :roll: Anyways here http://www.legendsthegame.net/files/legends_windows_0.4.2.2.exe this is the full installer for the latest and last version of it
  7. well you can compare the legends one with t3d one, from what i remember the legends postfx shader was opengl only, it might verry well be the case that noone bothered to update it and that its just broken in t3d
  8. from what i remember this was used for displaying a postFX Damage screen, i think that just the PostFx itself isnt there or working... Check Legends the Game .. its based on some t3d/tgea version http://www.legendsthegame.net/ and the damage flash is in there but i think it is their own shader (might be wrong here) anyways the DamageFlash should work you just need to supply a postFx.
  9. Am confident in the person i chose, as for the multiple vicinity ragdoll stretching to 0,0,0 Issue... If am not mistaken i fixed it once, with the soldier model... cant`t remember right now what i did but am sure i can fix that again. (Never bothered to complete the work since Greed went downhill and me mia). x9d5tdmzhZU kkeTUhy9GMI
  10. Party Chosen - PM sent. To the rest, thank you for your interest and i wish you a good start in the new year. Thank you. To Mods: Please keep this thread open for possible future updates regarding the Porting of GMK to T3D 3.10/4.0
  11. Hey thx for the reply and the interest, i forgot one link i found Anis was working on some kind of refactoring of GMK and it might help out as well. https://github.com/Lopuska/Torque3D/tree/PhysicsRefactor_GMK GMK Physics Refactoring by Anis Now take the holidays and come back to me if you really want to do this, i would of course prefer you now as you are some one who has experience with it.
  12. Hey folks, after some time in the never ending sea of real life changes and engine changes am back with T3D again and again and this time for good. It was not a hard choice to move back, T3D makes me at least feel the dirt between my teeth when working with it, it makes pain a pleasure if you know what i mean now anyways yes i could go on and do my thing without GMK but its what i would need or at least i imagine building my project with it and am sure there are other ppl who would benefit of a updated GMK for T3D 3.10/4.0 and am sure there is someone out there who is willing to earn some easy money. After all GMK has been ported by others to 3.5/2.0 and so on, even i ported it a couple of times (i say even i cuz am not really a code person, i can code a bit, compile and make things brake and i guess sometimes even fix them but i cant fix GMK). Now If you are willing/interested please reply. How Much to expect?! 50$ + 100$ Payment will be made via paypal: There will be 2 payments, one initial payment 50$ to get you started and a final payment 100$ when the job is done. Time Frame: 1 month max. Lets be honest there is no reason to stall, either just do it or dont and 1 month is more then enough time. The Party i choose will be informed via pm on this forum. Relevant Links: https://github.com/logicking/GMK GMK Original Source Code by logicking https://github.com/John3/T3D_GMK_BULLET updated GMK for T3D 2.0 by by Johxz https://github.com/RoundedIcon/T3D-MIT-GMK-Port updated GMK for T3D 3.5 by RoundedIcon Now if you want to help and earn some money in the process, reply to this thread and include some sample work in your reply. If you should accept, the ground rules are as follows the updated GMK Port needs to be on GitHub public! the License has to stay MIT! the Port has to be fully functional it has to be made with a forked Version of the current T3D 3.10/4.0 Developement Head! Thx for taking the time to read/ taking interest in this. I wish you all nice holidays and hope to see some interest here, thank you. Who knows what the new year brings and it might even end up in you and me working together on something, so dont be shy.
  13. Yes bumping it from 70 to a Max of 90 Skinned Bones fixed the issue. Making it a pref sounds nice but honestly just bumping it up will solve upcoming issues with ppl comin and asking why, cuz i dont think that ppl will cross the line of 90 Bones. 70 Bones is enough for a Player Character and for some of us it should be enough for the view models as well. Anyways thx JeffR for pointing me to the right direction.
  14. didnt compiled yet just took a look and saw U32 TSShape::smMaxSkinBones = 70; i mean was that serious? rly.... from an artist pov this a slap in the face for example My FPS Hand Rig got 80 Bones and yes sure i could work with less but the look and feel of the animations would go down the retro train. 90 should be a Max and reasonable Setting but 70 is not enough, think about Player Models with actual eye/mouth movement as an example, dont get me wrong am not tryin to rant its just implementing a bottleneck like that in the src is a fail. Anyways am gonna recompile and see if a setting of 90 fixes my issue. Edit: U32 TSShape::smMaxSkinBones = 70; setting to U32 TSShape::smMaxSkinBones = 90; // expanding the Max Bone Setting fixed Issue #2 and i dont know why but hell Issue #1 is gone as well :S And now a Final Word, thanks Guys and Gurus of the SC without you T3D wouldnt be alive
  15. Sry but 3.10 broke 2 things for me and maybe even more.... I have used 3.9 for my current Project and wanted to check out the 3.10 RC and i made sure that i add all and evryrthing in order but for some odd reasons i get the following Issues. #1 Damage gets applied to the player when spawning - if weapon is a Melee weapon. #2 DAE and DTS(cached)models - Model Parts are not being rendered - this happens with FPS_View Models. Now am sure i have encountered Issue #1 some releases ago but i know that that Issue isnt happening in 3.9 and about #2 am just :shock: Would like to hear if other ppl experienced stuff like that
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