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Search found 348 matches Page 1 of 35
by LukasPJ
Sun Sep 10, 2017 12:39 pm
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 149
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: 164
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: 2470
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: 128
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: 228
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: 102
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: 92
Views: 2470
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: 92
Views: 2470
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: 1039
@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: 264
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
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Search found 348 matches Page 1 of 35