Search found 242 matches

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Search found 242 matches Page 1 of 25
by Steve_Yorkshire
Wed Apr 25, 2018 5:40 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 1
Views: 39
Are you boys related? https://i.imgur.com/zNGkDkX.jpg Stock GG Zombie on left, Blender exported zombie on right Just to note the armature includes a load of bones called "nubs" which do not do anything in Blender (I think that they're helpers for Max). I removed them in a test with both a...
by Steve_Yorkshire
Wed Apr 25, 2018 3:09 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 1
Views: 39
I finally managed to get the GG Zombies imported into Blender 2.78c and exported again as DAE, and fully working into Torque. First up, you need the asset packs and source art off github: https://github.com/GarageGames/ContentPacks/tree/master/ZombiePack_T3D1.2_GameAssets https://github.com/GarageGa...
by Steve_Yorkshire
Mon Apr 23, 2018 5:16 pm
Forum: Gameplay
Topic: GG Zombie GamePlay Resource
Replies: 1
Views: 68
Whilst look through some ancient files, I found I had the Zombie Gameplay Resource which [GG]Mich had designed back in the days T3D1.2. It's basically Call Of Duty Zombies for Torque. :!: 24hN4s85OJw Here's the resource's original url as the comments include script changes. https://www.garagegames.c...
by Steve_Yorkshire
Sat Apr 21, 2018 1:34 am
Forum: Tools
Topic: Convert FBX To DAE Via Visual Studio
Replies: 3
Views: 112
VS 2013 and VS 2017. And yes, sorcery!
by Steve_Yorkshire
Fri Apr 20, 2018 4:51 pm
Forum: Tools
Topic: Convert FBX To DAE Via Visual Studio
Replies: 3
Views: 112
Turns out that you can convert FBX format to a Torque3D useable DAE using Visual Studio. Also makes the DAE file Blender3D compatible with full animations, materials and everything. Only thing of note is that material diffuse and specular default to black 0 0 0 instead of white 255 255 255, apart fr...
by Steve_Yorkshire
Fri Apr 20, 2018 4:45 pm
Forum: Assets
Topic: Chamferbox Lucky Pack, once a year chance, 90% OFF limited deals
Replies: 2
Views: 429
@
User avatar
dstanton
Torque uses COLLADA/DAE too.
And I've found a way to convert FBX to Torque useable DAE by import/export through Visual Studio.
by Steve_Yorkshire
Mon Apr 16, 2018 10:34 pm
Forum: Beginner
Topic: publish game
Replies: 6
Views: 278
Compiled to dso and then removed the cs files. NOTE: your main.cs in the game directory still needs to be a cs file (unless someone changed that recently) or your game won't load.
by Steve_Yorkshire
Mon Apr 16, 2018 10:32 pm
Forum: Gameplay
Topic: Time of Day Events: Lights and Sound
Replies: 1
Views: 188
Noice :)
by Steve_Yorkshire
Mon Apr 16, 2018 10:31 pm
Forum: TorqueScript
Topic: Stop Left-Over Gamepad Input
Replies: 1
Views: 102
Okeedokee, here's a funny little thing I found. If you exit a level whilst still having the gamepad stick in movement, the input locks and is remembered when you start a new mission the movement input restarts. How to test in default Torque: 1) Have a gamepad (durrrr) 2) Load a mission and start mov...
by Steve_Yorkshire
Sat Apr 07, 2018 4:34 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 218
Views: 39869
but it led into some problems with how the material/shadergen system integrates into...well, basically everything, currently. And, don't we all know that feeling ;) tentacle monster molesting a plate of spaghetti https://pbs.twimg.com/media/DWGKJ6LWAAEmaHd.jpg Timmy's got a start on the new Project...
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Search found 242 matches Page 1 of 25