Author Topic: Torque has 2 types of shader engines?  (Read 1519 times)

Downloaded adblock and used it, did absolutely nothing to the images.
He said you have to configure a filter to block certain images. So Im guessing you can right mouse click the images then do an adblock filter on them.



Oh man that poor girl.. (even though she was clearly drunk and passed out or something)

But who would stuff on someone's head that's terrible lol


Yay glass is banned
« Last Edit: March 03, 2013, 02:21:53 PM by Jay the Cartoonist »

I've heard people say it has something to with the fact that they're client-created objects?  Like.. that's why the old interiors and maps and such were shaded and had shadows while our bricks were not.

IDK, I don't know anything about any of this, that's just how I interpret what I've heard some people say about it.
It's not that, interiors used a different form of shading than everything.  Torque knew they weren't going anywhere, so it would make baked shadows that took a while to render, but looked nice (for the time).  Looks like MBG uses the old shadowing system Blockland did back in beta 0002.

Okie dokie, glass's posts have been cleared, lets get back on topic.
It's not that, interiors used a different form of shading than everything.  Torque knew they weren't going anywhere, so it would make baked shadows that took a while to render, but looked nice (for the time).  Looks like MBG uses the old shadowing system Blockland did back in beta 0002.
Yes but how could they have been alot like, sharper and smoother? Could torque have used a different shading engine?

Okie dokie, glass's posts have been cleared, lets get back on topic.Yes but how could they have been alot like, sharper and smoother? Could torque have used a different shading engine?
I assume it was tweaked to improve the quality. When you lit a scene in blockland with the editor, it was pretty fast (compared to lighting a map like in a Valve Source game). They probably upped the quality somewhere in the engine, increase the amount of rays fired/lightmap resolution/whatever

I assume it was tweaked to improve the quality. When you lit a scene in blockland with the editor, it was pretty fast (compared to lighting a map like in a Valve Source game). They probably upped the quality somewhere in the engine, increase the amount of rays fired/lightmap resolution/whatever
The lightmap resolution was probably increased somewhere along the line, but it's also not as complicated as valve's lighting compiler.  Valve's also computes radiosity for usually way more lights than a Blockland interior also, you usually have to wait for visibility calculations for Source maps.

When you lit a scene in blockland with the editor, it was pretty fast
Then you do this every frame...

Whoops.