TorqueLab - Revamped Torque3D editor (under development)

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J0linar
Posts: 46
Joined: Thu Feb 05, 2015 8:50 pm
by J0linar » Tue Jun 30, 2015 3:17 am
hey Mud-H
just wanted to conratz you to the work you doing here, well done and thx for your efforts!
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Jul 01, 2015 7:54 pm
hey Mud-H
just wanted to conratz you to the work you doing here, well done and thx for your efforts!
Thanks, that help me continuing to work on it instead of going back to work on my game. I really want to finish my work on TorqueLab because I have a past habit of not finishing my work...

Now I'm having a little issue which is annoying me when I try TorqueLab on the stock FullTemplate with no changes. The game crash on exit because of a GuiProfile error when onDeleteNotify happen. It crash when function:GuiControl::setControlProfile( GuiControlProfile *prof ) is called and I get the AssertFatal: AssertFatal( prof, "GuiControl::setControlProfile: invalid profile" );.

From what I understand onDeleteNotify is called on the GuiControls that are having the deleted profile set but should it happen when quitting the game? I will need to examine that deeper but I got enough with debugging my last error so I prefer to not worry about it for now. But maybe someone can provide me am explanation about why it's happening... Is there a way to disable the onDeleteNotify when the game is quitting?
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Sat Jul 04, 2015 7:16 am
I made a new progress video about latest TorqueLab development. I have make a huge cleanup of the scripts and I have fix many issues to make it stable so I can start focusing on new features and real enhancements soon. I'm running out of time so I will let the video talk... I made it quickly just to share some of the latest progress but also the newly confirmed compatibility with UeberGame which will be use as a Demo for TorqueLab so anyone can give it a try with no effort...

(Sorry for not knowing where to click...)
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Jul 15, 2015 12:18 am
A little update about TorqueLab development progress which have now entered the version 0.3 stage. There's no milestone plans really but I tought it deserved the promotion since it's getting quite stable and the major scripts cleanup is done. There's still some stuff to clean for sure but at least now I can start to work on little improvements and not worry about the system behind. In the last days, I have been working on Terrain Painter plugin enhancements since I'm experimenting with Terrain texturizing these days. I will make it short and you could watch the videos to have a better idea about the changes and improvements.

Here's a quick list of the improvements and changes:
Terrain Painter Layers Listing
  • Added parallax fields to the detailled view and created a new extended view which have a slider for parallax
  • Enhanced mixed view mode with auto collapsing unselected layers if set to ON and easy toggle between Detailled and Extended view
Terrain Automated Painter (a.k.a. Procedural Painter)
  • Changed the generation scripting so it handle the layer generation by step allowing to keep track of progress
  • Updated the paint layers steps pre-generation report which was still a tough experimental UI
  • Added simple copy/paste system to share values between layer steps.(Simple button which copy value from Painter clipboard or paste it into.
  • Added simple system to get the average height of the current paint brush. (ALT will store the average into Painter clipboard (Not the standard ClipBoard))
  • Added 4 clipboard memory variable. (CTRL + (1,2,3,4) will copy current brush avg. height and SHIFT + (1,2,3,4) will paste it in current field)(Weird but usefull in some case)
Terrain Material Manager
  • Fixed some issue which cause material to be overided with previous material
  • Reworked the Material Cloning system and use a Rollout in the material property area
  • Added system to detect if a Material is mapped to the TerrainMaterial diffuse, if so, it show the Material properties in an inspector inside a rollout so you can simply modify it without leaving the TerrainMaterial.
  • If no mapped material are found, you can create one for the active TerrainMaterial. The script will add the new material definition at start of the file containing the TerrainMaterial so it will always be loaded first.
Okay, that's it for the quick resumé... I made a quick video for each of those updates. (I'm still experimenting with PowerDirector video editor, so I put a lot of times in those videos, next will be more simple with less texts informations so I can save time...)

Terrain Painter Layers Listing Preview


Terrain Automated Painter Preview


Terrain Material Manager Preview


If you want to give it a try, the TorqueLab (development branch) Github repository have been updated and it should work for most setup. Integration have been simplified, simply delete the default tools folder and add the tools/ and tlab/ folder from TorqueLab repository.
https://github.com/NordikLab/TorqueLab/tree/development
Download TorqueLab Development branch ZIP

You still need to apply the few code changes else it will crash because of the GuiSwatchButtonCtrl gridBitmap issue. You can pull those changes into your code from there: https://github.com/NordikLab/Torque3D/t ... queLab-3.7 .
Scottie Sirius
Posts: 11
Joined: Tue Feb 10, 2015 5:56 pm
 
by Scottie Sirius » Mon Jul 20, 2015 10:41 pm
This looks really great Mud-H! Do you have any plans for PostFX settings or fog enhancements? I have a lot of trouble in those areas.
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Tue Jul 21, 2015 12:46 am
This looks really great Mud-H! Do you have any plans for PostFX settings or fog enhancements? I have a lot of trouble in those areas.
Thanks for your comment!
Yes, I do have plan for updating the PostFX manager. I might include it in the AmbientManager a bit like I did for Boost! and it would also include a part to manage the fog in Mission. I'm not sure when I will work on those but they are quite high in my priority list.
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Tue Jul 21, 2015 10:36 am
I have start to add Fog settings to the AmbientManager. I also updated the "SkySystem" that allow to simply switch between sky using ScatterSky and sky using Sun and SkyBox. You can also create a new SkySystem from the manager. This is rough Work In Progress, I will continue Wednesday and would post a new video here. For now, you can watch a quick video I made from today's work: https://www.youtube.com/watch?v=70rR_8Q3zq4
Scottie Sirius
Posts: 11
Joined: Tue Feb 10, 2015 5:56 pm
 
by Scottie Sirius » Tue Jul 21, 2015 4:57 pm
Awesome stuff! I wonder what is different about the T3D fog system and the one the Cry Engine uses? That's kind of the look I'm trying to achieve but it seems that I can't quite get it. It must be a difference in the rendering engine?
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Jul 22, 2015 8:30 pm
Awesome stuff! I wonder what is different about the T3D fog system and the one the Cry Engine uses? That's kind of the look I'm trying to achieve but it seems that I can't quite get it. It must be a difference in the rendering engine?
I'm not really familliar with how FOG works on other engines but from what I remember when I was trying to get better FOG with T3D is that T3D system is quite basic and would need some enhancements to work like other modern FOG systems. Maybe someone else could define better how T3D FOG works and how it could be enhanced.
HeadClot
Posts: 75
Joined: Sat Feb 07, 2015 1:29 am
by HeadClot » Thu Jul 23, 2015 3:34 am
Hey @
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Mud-H
great job on TorqueLab Editor.

Cannot wait to see it with PBR.
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