Search found 17 matches

  • 1
  • 2
Search found 17 matches Page 1 of 2
by Monkeychops
Wed Jul 12, 2017 10:56 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 530
I gave that a try and it seems pretty amazing to me... the terrain looks way better and the blending is much more as I would expect. I definitely think this should be the default. For some reason the terrain painting tools are a bit broken for me... the mouse movement seems inverted which is weird. ...
by Monkeychops
Wed Jul 12, 2017 1:25 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 87
Views: 988
Come on, editing the textures to make them fit just takes a few steps, desaturate, or partly desaturate, move up the brightness until it is around 128 grey, done, then you can test in the engine and make eventual fixes to the texture itself. The more options you give people inside the engine, the m...
by Monkeychops
Tue Jul 11, 2017 11:51 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 87
Views: 988
I personally don't think you should have to edit the images in photoshop in order to get good results, desaturating some parts and not others etc. Aside from the extra work and slower iteration when trying out different combinations of textures, it also involves a ton of guessing and experimentation...
by Monkeychops
Sun Jul 09, 2017 11:53 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 530
In my opinion the shader should take care of this... it shouldn't allow the value to go higher than the highest individual input
by Monkeychops
Sun Jul 09, 2017 12:57 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 530
Seems to work nicely here.
For some reason the T3D terrain textures always look really over-saturated and blurry to me though compared to the original. That's always been something that has put me off the engine.
by Monkeychops
Thu Jul 06, 2017 9:12 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 530
Wouldn't it be better to move to using a splat map? Having one big texture is always going to be limiting.
by Monkeychops
Wed Jun 21, 2017 12:13 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 149
Views: 16495
Phew. Glad to hear all people and data are ok :D

Looking forward to seeing your work.
by Monkeychops
Wed Apr 19, 2017 9:01 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 149
Views: 16495
Looks really promising!
by Monkeychops
Thu Mar 30, 2017 8:52 pm
Forum: C++
Topic: VS 2017 support
Replies: 22
Views: 958
I quite like the CMake > VS workflow with the tooling etc. Installing VS 2017 is nowhere near as painful as previous versions, they have made the installer a lot more lightweight and faster, and it is easy to repair individual components if something goes wrong. The only problem is, the compiler see...
by Monkeychops
Wed Mar 29, 2017 12:12 pm
Forum: C++
Topic: VS 2017 support
Replies: 22
Views: 958
I'm trying to build the dev branch (https://github.com/GarageGames/Torque3D/tree/development) with VS 2017 final release and the latest CMake 3.8.2. I'm using the "Visual Studio 15 2017 Win64" generator with a clean BaseGame template. It was working before when I used the VS 2015 generator...
  • 1
  • 2
Search found 17 matches Page 1 of 2