Search found 24 matches

Search found 24 matches Page 1 of 3
by slapin
Wed Nov 01, 2017 8:29 am
Forum: Beginner
Topic: character customization mechanics
Replies: 5
Views: 119
As I currently understand the asset pipeline should be the following: 1. Implement base character full with rig and skin. 2. Create a geometric cube for all the joints and remove all bones. 3. Apply morph targets to the resulting geometry as necessary, moving/rotating joint helpers as necessary. 4. ...
by slapin
Mon Oct 30, 2017 12:09 pm
Forum: Beginner
Topic: NavMesh only rendering a piece of the terrain
Replies: 11
Views: 180
I also have this problem with NavMesh and I'm on Linux too. The way to reproduce is to have terrain with forest on map, than have NavMesh over 256x256. If I open editor with such scene, everything is messed-up, I see lots of broken geometry on screen. If I decrease NavMesh size, the amount of broken...
by slapin
Mon Oct 30, 2017 12:00 pm
Forum: Beginner
Topic: character customization mechanics
Replies: 5
Views: 119
Hi, all! as I see currently many games employ character customization mechanics (or even generate all characters from standard template). This usually have some macro settings like height, arms/legs length, etc and micro- settings like face customization. Games which come to my mind are Skyrim, Sain...
by slapin
Tue Sep 12, 2017 1:37 am
Forum: Beginner
Topic: DAE hierarchy
Replies: 5
Views: 223
Hi, all!

is this document:
http://docs.garagegames.com/torque-3d/o ... oader.html

still relevant or there are better guidelines?
I'm mostly interested in vehicle now as I model my own.
by slapin
Mon Sep 11, 2017 2:02 am
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 237
Dunno, I use i7 2600K + GTX660 on Linux.
by slapin
Mon Sep 11, 2017 12:52 am
Forum: Beginner
Topic: building navmesh at runtime and using it for spawned aiplayers
Replies: 4
Views: 156
I'd kill for an example though. My map is randomly generated at start, so I need to have navmesh generated at start, then small portions can be generated. But I wonder how to use the result mesh. i.e. if I use from script $navmesh = new NavMesh() { position = "0 0 0"; scale = "...
by slapin
Mon Sep 11, 2017 12:45 am
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 237
Well it is definitely worth it as with Urho3D 100 physical characters spawned did give about 10-20 FPS and with 100 agents via DetourCrowd was quite well with 100+ FPS on the same machine. Need to learn source code first though. Currently with Torque3D 100 aiplayers heavily drop FPS to slideshow lev...
by slapin
Sun Sep 10, 2017 11:14 pm
Forum: Beginner
Topic: building navmesh at runtime and using it for spawned aiplayers
Replies: 4
Views: 156
Hi all! I was looking very hard for how to instantiate navmesh at run time and save it into save game for later use and could not find anything. Is there some example? Also I tried to use pre-made navmesh with spawned aiplayer but could not find any example on how to do that and what I miss. I proba...
by slapin
Sun Sep 10, 2017 3:19 am
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 237
Hi all!

Does Torque3D integrate Detour library? How hard would be to add DetourCrowd plugin?
Thanks!
by slapin
Sun Sep 10, 2017 2:48 am
Forum: C++
Topic: creating procedural geometry
Replies: 4
Views: 258
That is my actual question - how can I generate 3D model at runtime?
Search found 24 matches Page 1 of 3