I would love to have something workable going with the graphics engine for the winter break. Right now I'm swamped with work, but winter break I will be looking for stuff to do.
I would love to have something workable going with the graphics engine for the winter break. Right now I'm swamped with work, but winter break I will be looking for stuff to do.
Excellent, glad to hear that there will be new progress coming. I remain excited for the day I can drive my trains around in Freebuild.
Sorry for the long delay guys - I had a pretty heavy semester.
I've got DShiznit working on the animations and I'll release something vaguely functional. I'm working on fixing up the coloration issues.
I also have the default T3D buggy model using lego tires for fun, and once I strip the skeleton out of it I'll hook it up to the default LDraw car for even more fun.
Dude that still looks neat ^_^
Can't wait for it
oh and i'm semi-active again
EDIT: Also happy the skis will be returning
at this point they are just demonstrating how I can construct a model from script, and are not actually a vehicle. This could easily be mended, but for now I'm just testing the character generation facilities.
Dude that still looks neat ^_^
Can't wait for it
oh and i'm semi-active again
EDIT: Also happy the skis will be returning
at this point they are just demonstrating how I can construct a model from script, and are not actually a vehicle. This could easily be mended, but for now I'm just testing the character generation facilities.
Ok, got it.
Oh by the way, does Torque 3D support shading modifiers? If you don't get that, then I could of defined it wrong, so I'm making an example to see if you know what I am talking about. Imagine playing freebuild and since your character is made of plastic, it should have a shiny overlay and have like, a reflection (or just be shiny)
Oh by the way, does Torque 3D support shading modifiers? If you don't get that, then I could of defined it wrong, so I'm making an example to see if you know what I am talking about. Imagine playing freebuild and since your character is made of plastic, it should have a shiny overlay and have like, a reflection (or just be shiny)
The materials system in Torque 3D is incredibly powerful and supports exactly what you are describing here. Reflections are generally a bad idea though.
Oh by the way, does Torque 3D support shading modifiers? If you don't get that, then I could of defined it wrong, so I'm making an example to see if you know what I am talking about. Imagine playing freebuild and since your character is made of plastic, it should have a shiny overlay and have like, a reflection (or just be shiny)
The materials system in Torque 3D is incredibly powerful and supports exactly what you are describing here. Reflections are generally a bad idea though.
Just add an option to disable them, problem solved.
The materials system in Torque 3D is incredibly powerful and supports exactly what you are describing here. Reflections are generally a bad idea though. Just add an option to disable them, problem solved.
Oh hey! Good idea.
I wonder how hard it would be to make a GUI thing for that.
So wait, to recap, the main priorities is to get a stable character, and put in the Ldraw bricks, and then weapons, etc...?
I think this is the plan, although I could be wrong:
The first priority is to get objects to display at all. Next, they have to display correctly. Then, we'll have to display a lot of them.
Weapons, vehicles, switch mechanics, and other ginger will probably come much later.
The LDraw bricks are "in", in as much as they display in game. Right now I'm focused on getting an animated player model (which DShiznit is working on/helping with) and a character-design GUI. The next steps will be, as DShiznit said, getting the bricks to display correctly (coloring and fixing a few graphical glitches), and displaying a lot of them. Then I'll probably work on the building mechanics (this actually goes hand in hand with displaying a lot of them), and then some in game skeletal animations tools and vehicle/player-attribute configuration GUIs. Train mechanics will probably go here as well.
At this point you can ALREADY use LDraw models for vehicles and weapons in the same way that you can use any old DTS model. You just have to do a lot of out-of-game configuration and messing with script-files. As I think I mentioned earlier, I currently have the GarageGames buggy running with LDraw wheels right now.
Switch mechanics and game-mode rules I'll probably leave to DShiznit+Wiggy+Cyberprime (if he's still interested) to implement as add-ons.
Nice! I know it's the LEGO physics but do you guys have any plans to make the walking less static? There's not much you could animate to help.
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