Search found 63 matches

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Search found 63 matches Page 1 of 7
by irei1as
Tue May 16, 2017 4:55 pm
Forum: C++
Topic: How to make a variable that affects alpha?
Replies: 3
Views: 159
Thanks a lot for the advice. I made a large re-read of all the code and found some wrong stuff I had (& instead of pointers and an incorrect name of a define). It took me some time but I got it working. http://i.imgur.com/UZhAUQb.png Note: cloned cubes with a shared material. The alpha comes fro...
by irei1as
Sun Apr 30, 2017 7:17 pm
Forum: C++
Topic: How to make a variable that affects alpha?
Replies: 3
Views: 159
I thought there was a way to change a trasparency attribute to an object to change the alpha independent of the material but I wasn't able to find it. If that exists it would be what I'm looking for. But without that I'm trying to add an attribute to change the shader and add a color multiplier. The...
by irei1as
Sat Apr 29, 2017 5:14 pm
Forum: Beginner
Topic: Shader Problem
Replies: 14
Views: 359
You need to use singleton CustomMaterial instead of Material. The shader thing is for CustomMaterial only. I have my ShaderData as singleton. That may be also something you may want to change and I think it's better for that ShaderData to be defined before the CustomMaterial that uses it. Now that I...
by irei1as
Thu Mar 30, 2017 4:19 pm
Forum: Beginner
Topic: How to render to texture?
Replies: 1
Views: 125
I use a postFX as a tool to update a texture manipulated inside a shader. You can see what I tried in this resource: http://forums.torque3d.org/viewtopic.php?f=23&t=714 You see that in the PostFX MapTest I chooose the target to be a named texture "#maptexture". Also check the functions...
by irei1as
Tue Mar 21, 2017 5:39 pm
Forum: Gameplay
Topic: [C++]Bullet decals disappear if the base is destroyed
Replies: 9
Views: 908
do u think this could be modified to have a decal follow the movement of an object? If the object has no internal animations it's very easy, like a static object moving with a tween. Add the matrix transform of the parent object (the object receiving the decal) as a variable of the decal. Then if t...
by irei1as
Sat Mar 04, 2017 5:53 pm
Forum: Content
Topic: Singleplayer level design workflow
Replies: 2
Views: 130
Very interesting.
Thanks for sharing.
by irei1as
Mon Feb 27, 2017 8:41 am
Forum: Beginner
Topic: vehicle remote controlled?
Replies: 5
Views: 174
Using the id is better if you're creating the objects on the run and saving their id as variables. Because id changes every time you run the game you can't just use the number. If you have already created objects I think it's better to give them a global name (you can see that field just above the i...
by irei1as
Sun Feb 26, 2017 11:40 am
Forum: Beginner
Topic: vehicle remote controlled?
Replies: 5
Views: 174
If the vehicle is a default one and you're ok with the default controls, the easiest way is to just set the vehicle as a control object (like you would like to control it from inside) but then change the camera to that outside one. Something like: function GameConnection::controlOutVehicle(%this, %v...
by irei1as
Sun Feb 12, 2017 6:15 pm
Forum: Rendering
Topic: GuiObjectView Busticated?
Replies: 6
Views: 316
The fog problem is related to a postFX doing its work. In my case it's "GammaPostFX". That false in sceneRenderState what does is disable all the postFX in the rendering including that problematic one. Now, it seems that in 3.9 you may need a postFX to render the scene so disabling all of ...
by irei1as
Mon Jan 30, 2017 5:04 pm
Forum: Rendering
Topic: Refraction/Distortion?
Replies: 26
Views: 3611
I'm still having problems using #prepass to get any results in my old computer. But it just may be that it doesn't work in the old code I'm using and it's fixed in the new versions. An example of how to use it will be helpful so I can be sure where I'm wrong. Thanks. Changing colours is a bit comple...
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Search found 63 matches Page 1 of 7