Search found 59 matches

Search found 59 matches Page 1 of 6
by irei1as
Tue Mar 21, 2017 5:39 pm
Forum: Gameplay
Topic: [C++]Bullet decals disappear if the base is destroyed
Replies: 9
Views: 679
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: 70
Very interesting.
Thanks for sharing.
by irei1as
Mon Feb 27, 2017 8:41 am
Forum: Beginner
Topic: vehicle remote controlled?
Replies: 5
Views: 109
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: 109
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: 228
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: 3276
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...
by irei1as
Sun Jan 29, 2017 5:26 pm
Forum: Rendering
Topic: GuiObjectView Busticated?
Replies: 6
Views: 228
I think it's related to:
viewtopic.php?f=12&t=597
by irei1as
Sat Jan 28, 2017 9:56 am
Forum: Rendering
Topic: Refraction/Distortion?
Replies: 26
Views: 3276
Those textures are looking really amazing. I'm not sure you'll experience this but let me share some issues I had while playing with these kind of transparencies: a) Using #prepass works only for Advance Lightning. But that's fine as very few users have the kind of ancient computers* that can't hand...
by irei1as
Mon Dec 12, 2016 8:22 pm
Forum: General
Topic: Starting with TorqueScript
Replies: 11
Views: 3836
I recommend to get the .chm files of the script reference that you can get from http://forums.torque3d.org/viewtopic.php?f=25&t=751 There's a lot of info about classes, too. It's my main help guide for scripting. For example you can get info about echo() that is the console print for torquescript.
by irei1as
Wed Dec 07, 2016 6:09 pm
Forum: Rendering
Topic: [Solved]: weird PostFX and Ryder incompability
Replies: 3
Views: 199
Thanks a lot for both your insight. I was able to locate the issue from the hints. It's related to the backbuffer not being cleared (or something like that) and GammaPostFX being picky with it. Let me share the kind of hack for the fix. In postEffect.cpp locate: if ( mTargetTex || mTargetDepthStenci...
Search found 59 matches Page 1 of 6