Search found 8 matches

Search found 8 matches Page 1 of 1
by oXYnary
Mon Feb 05, 2018 12:48 am
Forum: C++
Topic: HitBox resource help.
Replies: 23
Views: 7885
@Azaezel: Were you able to get some information from your artist on how he set-up that character? What software did he export the model from and in what format? Is there a specific set-up that the model has to have? I believe the problem stems from how the character is exported to T3D. By the way, ...
by oXYnary
Tue Mar 07, 2017 9:01 am
Forum: Beginner
Topic: Speed up the animations ingame
Replies: 11
Views: 4773
Hello Torque community! I´m very new to Torque so I was just wondering how one can speed up the animations. For example let´s say that I have a running animation that´s 30 frames long. Torque is going to play it in 24fps if I´m not mistaking, but that looks incredibly slow ingame. So yeah how can I...
by oXYnary
Thu Dec 31, 2015 2:51 am
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 29275
What are you figuring would go into the vfx folder? And I take it 'Templates' would hold stuff like the grids images and the black/gray/white images and the like? Would it make more sense to have that be 'Misc' instead? vfx = particles. I guess fx would work as well. templates, yes, as you mentione...
by oXYnary
Thu Dec 31, 2015 2:46 am
Forum: Torque 3D website feedback
Topic: "Store"
Replies: 26
Views: 16134
Stores are not easy to setup and manage. That said, I could see if for like premade art or game type assets and plugins that are from commercial sources, like some of those Voxel engines or network libraries. For base engine contributions, it might help to have a separate area of this "store" for en...
by oXYnary
Mon Dec 28, 2015 4:33 am
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 29275
Az asked for feedback for the Art directory. I conferred with someone on PC, this is at least how we would see more organization. The biggest one is the shapes directory, as paraphrasing "wtf is that supposed to be for?" If gui is supposed to have its own main subsection anyways, I would move gui it...
by oXYnary
Thu Nov 19, 2015 4:07 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 71613
@Chelaru Can you clarify what looks WIP? Do you not like the demo model? Or does the PBR look incorrect to you? I was expecting some thing like this : http://www.marmoset.co/wp-content/uploads/microcompare05.jpg Chelaru, roughness=microsurface metallic=colored spec from albedo/base texture. There a...
by oXYnary
Fri Apr 10, 2015 11:01 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 71613
Koros, could you link to the test "X" textures you were using? Also for shits N giggles, what graphics card was this on?
by oXYnary
Fri Feb 20, 2015 11:35 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 71613
Option 1: stick with a combined packed map, shift it over to RGB (say, roughness, ao, metalness) Option 2: add an additional fallback to the above with a series of 2 fallbacks, meaning you'd have a setup that looks like combinedmap, then roughness or sliderbar, then metalness or sliderbar, then ao ...
Search found 8 matches Page 1 of 1