Search found 69 matches

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Search found 69 matches Page 1 of 7
by irei1as
Mon Aug 07, 2017 10:15 am
Forum: Beginner
Topic: Audio Scope Bug? Probably Bug Between Chair And Torquescript :/
Replies: 2
Views: 58
It seems you may have found what's up but let me share something that may be related. If you're changing the camera you also need to use %camera.scopeToClient(%client) or the camera scope fails. I think that's called somewhere from spawnPlayer so it isn't a problem if using that. I had this issue wh...
by irei1as
Wed Jul 19, 2017 6:03 pm
Forum: C++
Topic: Looping Animation Stutters Due To First Frame Copied Over Last
Replies: 5
Views: 131
I think I had that issue before. I'll have to test later. If I remember correctly what I did with blender is to change the start frame from "1" to "0". Then the first pair of frames I left as "root" and used the rest for the animations (looping or not). I suspect that e...
by irei1as
Fri Jul 14, 2017 11:26 am
Forum: General
Topic: Releasing OpenAL Sound Buffers
Replies: 1
Views: 71
I'm having some issues with OpenAL streaming buffers trying to fix the broken SFXSound::setPosition(x), too. Maybe it's related, thanks for the info. By the way, if anybody wants to test streaming sounds make them from sound files longer than 24 seconds. Otherwise they're internally treated like non...
by irei1as
Sun Jun 11, 2017 6:27 pm
Forum: TorqueScript
Topic: Old Takedown Resource?
Replies: 19
Views: 576
What I would do: 1st: Disable player movement and victim AI (note: if the conditions for the fatality are met). 2nd: Move the player and the victim to the initial positions and rotations. 3rd: Just use playThread with both of them for the animations they need. 4th: When the animation is finished, do...
by irei1as
Thu Jun 08, 2017 10:23 am
Forum: TorqueScript
Topic: Adding time delay to certain functions
Replies: 5
Views: 166
I think the easiest way would be to set a global variable with getSimTime() when you do something with a cooldown. $start_of_cooldown = getSimTime(); Then when you use the sight use a conditional to check if the actual getSimTime() is bigger than that variable with the desired increase. %aaa=getSimT...
by irei1as
Sat Jun 03, 2017 5:12 pm
Forum: Beginner
Topic: Got "failed to compile shader error" when change the lighting setting.
Replies: 5
Views: 167
Isn't basic lighting being partly axed since 3.9? That could be part of the problem. Another issue could be an administrator thing. If the program writes files (shaders) into the programs folder new windows admin rights may deny the action. I think there is a variable in the scripts for the shaders ...
by irei1as
Tue May 16, 2017 4:55 pm
Forum: C++
Topic: How to make a variable that affects alpha?
Replies: 3
Views: 330
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: 330
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: 669
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: 217
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...
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Search found 69 matches Page 1 of 7