Assets Last updated 02 Jan 2017 17:36 by andijh92
Free (and non-free) assets for your games! If you add links here for assets which require some effort to be ported to Torque, please provide a link to instructions, or a small note detailing what needs to be done.
SketchUp Last updated 25 Jun 2016 23:37 by johxz
- Importing SketchUp models into Torque3D
Forester Pro Last updated 25 Jun 2016 23:33 by johxz
- Forester Pro - Torque3D Tutorial
MakeHuman Last updated 25 Jun 2016 23:33 by johxz
- MakeHuman to Torque3d Basics
Tools Last updated 16 May 2016 17:02 by Areloch
This page links to where you can acquire useful art tools to produce the content you need for your games.
PBR Material Values Last updated 01 Apr 2016 15:58 by Areloch
This page is basically intended as a list of various materials and their rough PBR material values, such as albedo color, roughness and metalness. Obviously, there are variances and permutations on actual materials(different colors of steel or wood, for example), but these should act as good starting points for material types that can then be refined as necessary.
Built-in PostEffects Last updated 01 Jun 2015 17:50 by LukasPJ
Torque 3D's stock templates come with a number of PostEffects included. A PostEffect is a shader that is applied to the whole screen during/after rendering, and is typically used to implement effects like colour changes, motion blur, and antialiasing.
Named colors Last updated 22 Oct 2014 05:48 by buckmaster
Torque allows you to pass a name instead of an RGB value when you need to specify a colour. The allowed names, and the colours they represent, are described in color.cpp. They are shown below. Also, when choosing colours for your game, consider following a palette, which you could create online or browse here.
Editor Shortcuts Last updated 21 Oct 2014 10:11 by buckmaster
WorldCreator to Torque3D Last updated 17 Oct 2014 23:34 by LukasPJ
First create the terrain you want to export in WorldCreator… Done? Good! Now, the next step.
You should have something like this:
First we want to make sure the "height" and "width" of the terrain matches something we can work with.
In WC set width to match the terrain size (that is match the size of the image), and scale down the height proportionally so that it matches.
E.g. if the width was 12000 and height 2500, and you are exporting a terrain with a resolution of 2048 then it would be:
Shader Overview Last updated 17 Oct 2014 00:19 by LukasPJ
Shader support is handled two different ways in the T3D. The first way is for the engine itself to procedurally generate shaders from base Material properties. The second way is for programmers to specify their own shaders by using CustomMaterials and ShaderData structures.