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RasterRon

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  1. Awesome work guys! have not tried it yet and definitely a huge step moving forward and great contribution.
  2. Nice video there Chris! :) and anything to do with Blender is always a great thing. Keep it up :!:
  3. Agreed. It would be easy for new T3D users to get some reference on how the pipeline works and gets imported to the engine. I think Blender is the best option for source assets.
  4. Looking good! Reminds me of Haupt's work also with Blender. Keep it up.
  5. RasterRon

    Not clear on x64

    I think some parts of the wiki are just not updated recently. You can just CMake and select your compiler x64 and build without problems. Tested latest commit with VS2015 x64.. http://i.imgur.com/zue5AMZ.png ..otherwise submit a Github issue if you have trouble building with some of the custom options enabled. Hope that helps.
  6. http://i.imgur.com/oNvcMDY.png Not exactly @Duion, I think it's still a valid DAE file if the engine can import and convert them properly to DTS format. You can also check this when viewing with AssimpView. The downside is any rigged or animation export feature/format for Assimp (Dae/X) is the part that is broken up until now. @Chelaru Yes, the Turret_Legs does hold those animations when opening it in AssimpView. I think I might have imported this properly in Blender back then. I just don't recall the exact process of fixing it, but I think I still got a copy of it archived somewhere on one of my old drives. I'll post it if I can still find it.. ..and it seems you got the same related question posted here ;)
  7. Hey Chelaru, I think you're looking for Turret_Head.DAE which is this one: https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/art/shapes/weapons/Turret/Turret_Head.DAE http://i.imgur.com/wzoRf39.jpg Hope that helps.
  8. I kind of figured out a quick workaround while checking out the ragdoll data stuff. It also looks similar to what you have applied there with GREED. I just took out a few joints that don't seem too noticeable, and the stretching disappeared right away. Tweaking also the bone size does have some slight effect but not sure if it could fix it. 7pxS1gbugSk A friend also has some suggestions that could somehow be useful:
  9. Awesome, working great now! :)
  10. I hope this will be a successful port guys, J0linar. I'm also kind of working on a port but with just 3.8, so with your 3.10/4.0 requirement and full functionality, I did not bother to reply earlier. As for the bugs, it seems like the same 3.5 ported and carried over issues that still exist like multiple vicinity ragdoll stretching to 0,0,0 and other broken stuff which is out of my scope. Looking forward to this!
  11. Great, looks like it is Bullet specific as Duion also reported. I tested the same floating result with 3.8.
  12. Ok got it. So here's the terrain with a hole cut through it, not lowered and still don't see any issues. I also have placed another terrain below it. cfYPK1B31i4 I could post or send the binary files if you would like to test them out.
  13. Just got this tested and working with PhysX 2.8 SDK and versions T3D 3.8 and 3.10. I don't see any floating issues so far.. rDwe6tAvVXc You should probably post more details about your setup.
  14. Hey MiToVo, works ok from here using latest 3.10.. o6OrUZ9f9os also checked with last 2 previous T3D versions and found no issues with it. Are you using visible or collision meshes?
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