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by LukasPJ
Tue Jul 25, 2017 12:42 pm
Forum: Content
Topic: Are hand made bounds necessary?
Replies: 6
Views: 146
I guess one thing could be to shrink or grow it? Eg. Excluding some part of the model from the bounds computation?

Edit: in the case of the player, it might be excluding a sword from the bounds, so it doesn't collide with walls?
by LukasPJ
Tue Jul 25, 2017 10:22 am
Forum: Torque 2D
Topic: Newbie Questions
Replies: 2
Views: 56
Welcome to the forums! I edited your post and added code - highlight, that often increases the likelihood that you get a response.

I'm not able to look at it myself, atm, so good luck and I hope you have a good experience with T2D ☺️
by LukasPJ
Thu Jul 20, 2017 2:31 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1461
All you need to do to fix the over dark areas is to brighten up the texture by 10-20 points. Could you make an example of that with the @JeffR textures? Just using the albedo as detail? And is it always the same level it needs to brighten with? It's possible to add a "brighten" setting to...
by LukasPJ
Thu Jul 20, 2017 12:06 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1461
The change in blending, that Timmy mentioned, has a PR here : https://github.com/GarageGames/Torque3D/pull/2051 so you can try it out for yourself is anyone is interested.
by LukasPJ
Sat Jul 15, 2017 1:59 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 701
@Timmy it seems like it's mostly the same, except that filter-color they use when you paint it on there. I'd be interested in learning more about that, as it seems like it gives a great deal of control on how the painted texture looks like, and how "wrong" it looks compared to the original...
by LukasPJ
Fri Jul 14, 2017 1:24 am
Forum: General
Topic: New Terrain Blending test
Replies: 8
Views: 150
Last update for a while:

Repo with changes:
https://github.com/lukaspj/Torque3D/tre ... Blending-2
Edit: The code is unpolished so don't judge me.

Latest build (now supports macro textures):
https://1drv.ms/u/s!AtrTgygwv8wijutDuctc4erqhoSIdQ
by LukasPJ
Thu Jul 13, 2017 1:25 am
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 701
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 LukasPJ
Thu Jul 13, 2017 1:22 am
Forum: General
Topic: New Terrain Blending test
Replies: 8
Views: 150
Here's a small example of the detail-diffuse texture thingy. By default, the detail-diffuse texture will completely overwrite the baseTex color up-close. However, if you tweak the alpha channel of the texture, you can allow the baseTex color to bleed through where it is wanted. An example can be see...
by LukasPJ
Wed Jul 12, 2017 3:54 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1461
You people always act like Torque does it all so different as in other engines, while the truth is, that Torque probably does it exactly like other engines as well. Torque was modeled a lot after Cry Engine and you can assume that the terrain will work the same. And if people cannot open images wit...
by LukasPJ
Wed Jul 12, 2017 3:13 pm
Forum: General
Topic: New Terrain Blending test
Replies: 8
Views: 150
The basetex is always used by the whole terrain, the base textures of individual terrain materials are just used to generate the basetex which is then always used by the whole terrain. When I'm done with my level I edit the final basetex by hand, adding final touches and giving it a better look and...
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Search found 344 matches Page 1 of 35