Search found 1014 matches

Search found 1014 matches Page 1 of 102
by Duion
Mon Jun 25, 2018 12:45 am
Forum: C++
Topic: Imposter default settings
Replies: 0
Views: 8
I'm trying to change the default settings the imposters get generated with, if no values are specified in the shape editor. So I searched for the values and found them here: https://github.com/GarageGames/Torque3D/blob/561f010f2e6411d8253d23f0cfcff794e81f60bf/Engine/source/ts/loader/tsShapeLoader.cp...
by Duion
Sun Jun 24, 2018 10:39 pm
Forum: Übergame
Topic: Goals of uebergame?
Replies: 7
Views: 326
Don't bother with assets, thats what I have the most of, I'm lacking game code, character models and weapons etc, which are almost never found free online.
by Duion
Sun Jun 24, 2018 10:06 pm
Forum: Beginner
Topic: Destroyable static object?
Replies: 6
Views: 32
Well the issue is probably pretty simple. The ShapeCharge for example can be destroyed by shooting at it, then it will explode and be removed, this is done through the line "%obj.schedule(50, "delete");" in "function ShapeChargeDeployed::onDestroyed" So you have to see that you add a delete function...
by Duion
Sun Jun 24, 2018 9:48 pm
Forum: Übergame
Topic: Goals of uebergame?
Replies: 7
Views: 326
I think I downloaded almost everything that exists as CC0 licensed assets from the internet, there is not that much useful stuff, most useful things I have are textures and some prop models. If you refer to Ron Kapauns asset packs, I would not use them, since I discovered that he used textures from ...
by Duion
Sun Jun 24, 2018 9:45 pm
Forum: Beginner
Topic: Destroyable static object?
Replies: 6
Views: 32
Use it from within Uebergame it should work, it is part of an ability to build objects. I don't want to bother reconstructing how it works now.
by Duion
Sun Jun 24, 2018 9:00 pm
Forum: Beginner
Topic: Destroyable static object?
Replies: 6
Views: 32
I have destructible objects in Uebergame, there is a hidden ability that allows you to place/build objects that can also be destroyed or collected again and placed somewhere else.
by Duion
Sat Jun 23, 2018 2:51 pm
Forum: Beginner
Topic: Most efficient computer generated maps
Replies: 1
Views: 40
The bigger your models and the less textures you use the better. The limit is 65 000 vertices per model or so. You have to decide where you make the tradeoff, but I think with tile based maps you will not run into performance issues, so you probably can ignore it. The first performance problem you m...
by Duion
Sat Jun 23, 2018 2:48 pm
Forum: Übergame
Topic: Goals of uebergame?
Replies: 7
Views: 326
I did collect free assets from the internet in the beginning as well, but this has some major downsides, first, you get inconsistend quality, second not everything uploaded as free is really free, so you trip into potential landmines there and third you hardly ever get enough fitting material. This ...
by Duion
Sat Jun 23, 2018 1:04 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 226
Views: 47488
Looking awesome! Has there been any work on high DPI support? Would be nice if we had UI scaling and preferably ability for the engine to to render in say 1080p but scale it cleanly to a 4k monitor (relying on Windows to do the scaling leaves it blurry). How is this supposed to work? If you scale a...
by Duion
Fri Jun 22, 2018 8:32 am
Forum: Beginner
Topic: This seems safe enough...or is it?
Replies: 4
Views: 234
As far as I understand, the server packs all his scripts and sends them to each client, thats why joining takes much longer than hosting. Why would you want to embed code into a .mis file? I have some code in Uebergame that is supposed to support per mission script files, but no idea to what degree ...
Search found 1014 matches Page 1 of 102