Azaezel
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Azaezel started following [solved] Need help with Over-the-Shoulder Camera Resource in 3.x , is it pushforce today ? , use DSQ in Torque3D 4.xx and 5 others
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pushforce? do you mean applyimpulse or...?
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https://github.com/Torque3DResources/FPSGameplay/archive/refs/heads/master.zip https://github.com/Torque3DResources/inventorySystem/archive/refs/heads/master.zip for the fails? and sure. Might even use that somehow for the project manager fallbacks. Wouldn't let folks check for *updates* per-se but... something to mull on.
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That's actually all already committed to head, for what it's worth. as well as a few additional shineys we had time for while wrapping up this next release.
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try https://github.com/Torque3DResources/FPSEquipment/archive/refs/heads/main.zip
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There's actually a couple ways to do that nowadays (at least with devhead): Creator at the bottom and by request, also an add bar up top Also probably worth noting: datablocks can be defined scriptside and drug in to create the used-instance-class as well.
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Will note for the 4.0 spec, the mandate was to shift to https://github.com/Torque3DResources for non-required functionality with a side of pop-in protocols up to and including source incorporation, and per-module tooling. Will also note the https://github.com/TorqueGameEngines/ProjectManager points at that and leverages git functionality so when we add or update modules you should (in theory) be able to check that right on out.
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We are looking at addressing *some* of that for 4.1, including a rewrite of the frontend UI protocols to be somewhat less programmatic. If you'd care to evaluate https://github.com/TorqueGameEngines/Torque3D/tree/development to see if that resolves the issue, or at least seems to be a step forward in that regard, it would be appreciated.
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https://github.com/TorqueGameEngines/Torque3D/blob/33b7cc78030a75395ad87864d8895339b9bf00d5/Engine/source/i18n/i18n.cpp#L72 setCoreLangTable sets the overarching language table. You'll find the helper scripts for swapping languages used in the video https://github.com/TorqueGameEngines/Torque3D/blob/33b7cc78030a75395ad87864d8895339b9bf00d5/Templates/BaseGame/game/data/UI/scripts/utility.tscript#L167-L195
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we actually do have something along those lines. using head as an example: bandicam 2024-01-11 14-55-14-152.mp4 cliffsnotes: set langTableMod for your over arching language table tracker for a particular text element use textID for assignment define a global variable matching it for a numerical reference write your txt files in the form stringname = string
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If you set $pref::useLightFade = true; and define $pref::lightFadeStart $pref::lightFadeEnd (they default to 50 and 75 respectively) It will tell the light system to use the object fade protocols like so: https://github.com/TorqueGameEngines/Torque3D/blob/385143f9e56b09a20753fe66d60ae5b9182e01a0/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L322-L339 + https://github.com/TorqueGameEngines/Torque3D/blob/385143f9e56b09a20753fe66d60ae5b9182e01a0/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L467-L468 + https://github.com/TorqueGameEngines/Torque3D/blob/385143f9e56b09a20753fe66d60ae5b9182e01a0/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L842
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Honestly, if you just want to up the bone count for your application, you can just change https://github.com/TorqueGameEngines/Torque3D/blob/d671f2611e908c63c508c6a6f99626ab1014bff5/Engine/source/ts/tsShape.cpp#L67 Though I really advise seeing where you can trim your bone count down first. Remember, that's all bones times all verts in a given mesh. Adds up. Edit: I would point out one likely place for saving would be the fingers. remember there's a third person and first mesh you can feed a player
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If you don't want to deal with source side alts, a suggestion from Steve over in the discord crew: Try tossing $Platform::backgroundSleepTime = 0;//don't let it sleep in your: (in the case of 3.x builds) core/scripts/client/defaults.cs or (for 4.x builds) /game/data/defaults.tscript
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of note: pixelSpeculars a dead entry. that was a flag for whether or not specular values operated on, well, a per-pixel basis. which is does across the board by default now. likewise specular maps aren't a thing. ORM maps which replaced em are pretty much taking those slider bars and baking em into a per-pixel sheet of the form red = occlusion (those fake shadow lines we used to throw in diffuse textures) green = roughness (so how blurred reflections get) blue = metalness (roughly how much plastic or mirror like it looks)
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no, there's no caching occurring for scripts unless you set it to generate .dso files. haven't looked into that resource per-se, but the standard is look for pack/unpack methods and pass the variable along from server to client. and yes, if you just want a fixed cam position, you can do just that by shifting the cam node in the model
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Parse errors? What does the console.log say specifically?