Search found 87 matches

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Search found 87 matches Page 1 of 9
by Bloodknight
Thu Jul 20, 2017 12:38 pm
Forum: General
Topic: 3.10 VS 2017 compile error + fix + questions
Replies: 0
Views: 14
For those who cannot compile the 3.10 master branch, the following fix needs to be applied. https://github.com/GarageGames/Torque3D/commit/ef1edd375116c6ab1dffb9ba30620353439b5afd https://github.com/GarageGames/Torque3D/commit/7cc0373b4829a692339d1ab66c60de045d212abf The question this leads to is sh...
by Bloodknight
Thu Jul 20, 2017 12:20 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 75
Views: 825
I think the issue is more one of an emergent behaviour based on more than one change in a variety of slightly different systems, rather than a specific decision made on a particular part. Or at least that is my understanding after the past few hours or work and discussion by those smart enough to fi...
by Bloodknight
Wed Jul 19, 2017 2:51 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 75
Views: 825
http://i.imgur.com/kTBfeSG.jpg http://i.imgur.com/qD0afeX.jpg The second of those two images has the ability to be improved via tweaking imo, the first not so much Yes, the first one is made by me and the second one is the same, but after you broke it, congratulations, this now proves that you have...
by Bloodknight
Wed Jul 19, 2017 2:46 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 75
Views: 825
[13:26:54] [Bloodknight] 3.8 default detail strength 1 http://i.imgur.com/qSyXlRX.jpg [13:27:21] [Bloodknight] 3.8 detail strength 2 http://i.imgur.com/hiZhXtL.jpg [13:28:09] [Bloodknight] 3.9/3.10 default detail strength 1 http://i.imgur.com/JyjR7GF.jpg [13:28:47] [Bloodknight] 3.9/3.10 detail stre...
by Bloodknight
Wed Jul 19, 2017 1:45 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 75
Views: 825
if by intensity you mean the strength settings, they are pretty useless now compared to previous versions regardless of the workflow methods. Problems are as such :- If you want to use greyscale detail and macro textures as is the traditional method, you need to make quite a pale greyscale image, th...
by Bloodknight
Wed Jul 19, 2017 11:40 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 75
Views: 825
Pretty sure that's the first time I have seen anybody argue to keep something more difficult than necessary :p While there are a multitude of nuances that make textures great, removing tessellation artefacts, getting the lighting right etc does not mean that the terrain painting system should be dif...
by Bloodknight
Tue Jul 18, 2017 11:51 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 506
A variety of different textures to test different workflows for a single grass terrain

http://i.imgur.com/n0NqBaG.jpg

https://dl.dropboxusercontent.com/s/wig ... rrains.zip
by Bloodknight
Tue Jul 18, 2017 12:03 am
Forum: General
Topic: code style for Torque3D
Replies: 12
Views: 190
yes, but they can break code, depending on what gets changed
by Bloodknight
Sun Jul 16, 2017 4:21 pm
Forum: General
Topic: code style for Torque3D
Replies: 12
Views: 190
@
User avatar
Timmy
it was more of a tale of caution regards running a style changer across an entire codebase to get it up to scratch.

I do like the idea of a switchable style system that allows you to auto style for whichever project you are working on at the time, seems to be sadly lacking in IDEs
by Bloodknight
Sun Jul 16, 2017 1:08 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 506
Since Duion complained about the quality of the textures, i decided to make some different ones. Textures are 2k. Included is a specular file. Also, separate displacement and normal since I don't remember how to create the combined image for the parallax settings. https://dl.dropboxusercontent.com/s...
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Search found 87 matches Page 1 of 9