Search found 1370 matches

Search found 1370 matches Page 1 of 137
by Duion
Mon Sep 16, 2019 9:44 am
Forum: Torque 3D website feedback
Topic: Front website
Replies: 7
Views: 1281
I know from experience that changing the current website too much is harmful for new visitors, meaning you will get ranked less in the search engine, especially if you remove stuff and create dead links. So you really should change the current site and not create something new, adding stuff is okay,...
by Duion
Sat Sep 14, 2019 2:29 am
Forum: General
Topic: Simple equation to help with map size
Replies: 17
Views: 945
No, there are not that many ways to hide borders, I only know three, ocean, mountains and invisible walls plus backdrop.
by Duion
Fri Sep 13, 2019 11:19 am
Forum: General
Topic: Simple equation to help with map size
Replies: 17
Views: 945
No they did not hide seams with rivers, Terrain blocks are square and the seams are the borders of the square, so you either have square rivers or your rivers do not work to cover it up at all, most effective thing is an ocean. The world in Elder Scrolls is much bigger and only a small part is playa...
by Duion
Thu Sep 12, 2019 7:52 pm
Forum: General
Topic: Simple equation to help with map size
Replies: 17
Views: 945
A workaround is to have islands, so you can submerge the ugly seams of the terrain blocks and you can have multiple terrain blocks without it being visible, the ocean floor I cover with a ground plane, but you also can look it up in my levels how I did it. But overall don't start with too big projec...
by Duion
Thu Sep 12, 2019 12:48 pm
Forum: General
Topic: Simple equation to help with map size
Replies: 17
Views: 945
I am working with 4096x4096 and 2.5 p/m on a land of 10240mX10240m. For now I see no problem ... Sometimes it is good to risk. As most players have relatively good computers, try to balance the graphics (if the terrain is heavy, eliminate some polygons of some objects to balance). Larger cell size ...
by Duion
Tue Sep 10, 2019 2:42 am
Forum: General
Topic: Simple equation to help with map size
Replies: 17
Views: 945
1 pixel heightmap = 1 meter ingame Yes you could have different cell sizes, but anything else than 1 is bad, 2 may be tolerable for large scale games that mainly has vehicles or so and does not need the fidelity that is needed in first person shooters. I already tried different cell sizes, even some...
by Duion
Mon Sep 09, 2019 12:57 pm
Forum: General
Topic: Simple equation to help with map size
Replies: 17
Views: 945
What is that for? Sounds very complicated. I always used that equasion:

Texture size 2048x2048 = 2x2 km = 4 sqm

Much simpler.
by Duion
Fri Sep 06, 2019 2:14 am
Forum: Übergame
Topic: Übergame is seeking contributors
Replies: 2
Views: 1679
Yes the code is a lot of patchwork, I used a lot of resources and stuff people donated to me. I don't really have an allowed player class, I set it in each gametype, kind of messy workaround. Long term I planned to have a player type variable that also gets displayed on the server browser, but that ...
by Duion
Thu Aug 22, 2019 2:45 am
Forum: Tools
Topic: HOW DO I INTO EXPORTING VIA BLENDER 2.8 I CANNOT EVEN INTO BLENDER 2.8?
Replies: 7
Views: 2049
What does that have to do with Assimp? You import .blend files into Blender and from Blender you export Collada files into Torque, or did I miss something?
by Duion
Tue Aug 20, 2019 6:58 pm
Forum: Tools
Topic: HOW DO I INTO EXPORTING VIA BLENDER 2.8 I CANNOT EVEN INTO BLENDER 2.8?
Replies: 7
Views: 2049
Are .blend files no longer working of why you need to use Collada?
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