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Assets Last updated 03 Jan 2020 21:51 by Duion

  • duion.com CC0 textures, mostly unedited raw texture photos, but also a collection of Torque3D ready materials as well as 3D-models.

MakeHuman Last updated 15 Sep 2018 19:19 by LukasPJ

  • MakeHuman to Torque3d Basics

https://www.youtube.com/watch?v=STKq2LE4gdc
application specific

PBR Materials And Shaders Last updated 20 Mar 2017 00:44 by Areloch
This article covers the particulars of making and utilizing PBR materials and shaders.
material shader

Keeping assets in zip archives Last updated 03 Sep 2016 15:08 by johxz
References:
stub

Video introduction to the editors Last updated 01 Jul 2016 02:42 by johxz
This is a collection of introductory videos made for T3D.
editors tutorial

SketchUp Last updated 25 Jun 2016 23:37 by johxz

  • Importing SketchUp models into Torque3D

https://www.youtube.com/watch?v=B-peEW5347c
application specific

Forester Pro Last updated 25 Jun 2016 23:33 by johxz

  • Forester Pro - Torque3D Tutorial

https://www.youtube.com/watch?v=B-peEW5347c
application specific

Allegorithmic Substance Last updated 16 May 2016 17:10 by Areloch
This page details some use tips for the Allegorithmic Substance pipeline.
application specific

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.
reference

3dsmax Last updated 13 Jan 2016 03:04 by Mud-H
T3D Mesh Exporter
T3D Layer Exporter
application specific

Blender Last updated 11 Jan 2016 21:53 by Mud-H
Better Collada (DAE) Exporter
application specific

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.
reference

The editors Last updated 22 Apr 2015 18:39 by Areloch
Torque comes with a bunch of built-in editors you can run from directly within your game.
editors

Creating new PostEffects Last updated 24 Oct 2014 22:42 by buckmaster
Write this page and refer to built-in-posteffects and posteffect-manager.
stub

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.
reference script

Editor Shortcuts Last updated 21 Oct 2014 10:11 by buckmaster

T3dEditorWinShortcuts_zpse0f9e42e.png

input script-templates shortcuts windows

Import terrain heightmap Last updated 18 Oct 2014 00:02 by LukasPJ
Simply use the "Import Terrain Heightmap" option in the WorldEditor:
terrain tutorial

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:

5HgOlo.jpg

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:
terrain tutorial

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.
reference shader

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