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MilkywayM16

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  1. Thanks for replying Nils! This could be enough to satisfy, I'll try it out.
  2. Hey guys, I've found that the default scatter sky object has a pretty noticeable color banding effect. Apparently I'm not the only one because the beamNG devs pointed it out and even fixed it in this blog post: http://blog.beamng.com/zero-g/ Does anyone have any idea how to fix it? I think it would be something worth looking at to improve torque3D's visuals a bit. I've looked through the source code a bit and even the shaders and I can't really pin down where this problem would be. Any ideas would be appreciated.
  3. That looks really cool, well done on the particle effect!
  4. @rlranft Why was that removed from T2D? It looks incredibly useful.
  5. Good to see T2D getting some attention, thanks for the guide!
  6. @chriscalef Thanks for the awesome response! That definitely made things clearer
  7. I really appreciate the amount of work this must have taken. That being said, I have extremely limited knowledge of Torque's existing GUI system so I don't really understand what parts you replaced. Would you mind explaining some of the bad things about Torque's GUI, why this one is better, why you use sql, how xml is utilized, etc? I did glance at the other thread and I didn't see you specifically address these questions (unless I'm blind, in which case I apologize). I have to admit that my knowledge of GUI technology in general is pretty underdeveloped so I'm sorry if my questions are dumb.
  8. Please do, it will be interesting to see what you come up with!
  9. A similar discussion came up very recently in this thread: http://forums.torque3d.org/viewtopic.php?f=11&t=415 Long story short, wait for the entity component system or implement the old hitbox resource code.
  10. Oohh, I was unaware. Dropping pursuit of that resource makes sense then if it would become obsolete soon.
  11. What do you mean it was intended as a bridge step? What entity component phase?
  12. For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks. That's great! Any chance you'll resubmit a PR on it and get it into a future release?
  13. Sorry I can't be of any help here, I just wanted to pop in and say thank you for working on T2D. It's been kinda stagnant for a while and it's great to see it getting some attention! Good luck :)
  14. I actually had no idea about that resource, thanks for posting it. Something like that might be great to replace the default bounding box hit detection
  15. What torque really needs is a proper hitbox system
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