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Search found 352 matches Page 1 of 36
by LukasPJ
Sat Nov 18, 2017 9:14 am
Forum: Beginner
Topic: Paint Material in Play Mode
Replies: 12
Views: 150
Alright so that code is meant to be used with the terrain painter, which has a big brush which is the "Selection". A guess for an implementation is, based on the above code is: https://hastebin.com/afuxekalay.php (I did NOT test this, and it is likely riddled with issues and syntactical er...
by LukasPJ
Thu Nov 16, 2017 9:05 pm
Forum: Beginner
Topic: Paint Material in Play Mode
Replies: 12
Views: 150
This might point you in the right direction:

https://github.com/GarageGames/Torque3D ... #L197-L247

Don't know for sure, as I haven't done it before.
by LukasPJ
Thu Nov 16, 2017 8:53 pm
Forum: Beginner
Topic: Paint Material in Play Mode
Replies: 12
Views: 150
@subabrain Sure it's possible to paint the terrain. In T3D, there really is no difference between "play mode" and "edit mode". It's the same mode, just different UI. However, I would have to question whether it is the best solution to whatever you are trying to achieve. As Duion ...
by LukasPJ
Tue Nov 07, 2017 8:03 pm
Forum: Rendering
Topic: Fading a texture on a model
Replies: 3
Views: 95
@Skipper the issue lies in the way Torque3D (and most modern engines) render models. The way it is rendered doesn't support transparent objects. Therefore, in order to have transparent objects, we have to render those objects in another, more simple, way called Forward Rendering. So if you truly wan...
by LukasPJ
Sun Sep 10, 2017 12:39 pm
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 228
Well it's included: https://github.com/GarageGames/Torque3D/tree/c83efa59e0a11fc15c68afaf106807643191ac6f/Engine/lib/recast But I don't know how much of it is actually integrated. At least I know Detour has been included at some point. The navigation code can be found here: https://github.com/Garage...
by LukasPJ
Sun Sep 10, 2017 12:36 pm
Forum: C++
Topic: creating procedural geometry
Replies: 4
Views: 247
You can find examples of different rendering methods here: https://github.com/GarageGames/Torque3D/tree/development/Engine/source/T3D/examples This file in particular: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/T3D/examples/renderObjectExample.cpp shows how to render a ha...
by LukasPJ
Thu Sep 07, 2017 9:54 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 92
Views: 3063
For the record, yes the blending was broken with more than 3 textures, this has been an issue throughout the lifetime of T3D. It has to do with the blending between different passes over each terrain block. I've tried to fix it numerous times, but there is always a new issue showing up. My latest at...
by LukasPJ
Thu Sep 07, 2017 9:24 pm
Forum: General
Topic: TGE 1.4 questions
Replies: 2
Views: 182
I think you will be fine off asking here, the engines are rather similar.
by LukasPJ
Tue Jul 25, 2017 12:42 pm
Forum: Content
Topic: Are hand made bounds necessary?
Replies: 6
Views: 299
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: 138
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 ☺️
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Search found 352 matches Page 1 of 36