Search found 99 matches

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Search found 99 matches Page 1 of 10
by Bloodknight
Fri Dec 15, 2017 6:12 pm
Forum: Beginner
Topic: Shape Editor
Replies: 8
Views: 96
singleton TSShapeConstructor(DiceCubeDts) { baseShape = "./DiceCube.dts"; }; function DiceCubeDts::onLoad(%this) { // Sets the size of the baseshape %this.setDetailLevelSize("0", "600"); // This works /* %this.addMesh("DiceCube 2", "art/shapes/dice/DiceC...
by Bloodknight
Fri Dec 15, 2017 5:43 pm
Forum: Beginner
Topic: Shape Editor
Replies: 8
Views: 96
ok, so, the problem was caused in part by an older guide from the GG forums which no longer works as specified in the thread there This thread in case anybody is interested. Another issue was the slight inconsistency in how the editor itself works, in that it has used both of the 'working' methods f...
by Bloodknight
Fri Dec 15, 2017 5:01 pm
Forum: Content
Topic: Relicensing the Garagegames demo assets?
Replies: 1
Views: 37
The problem with MIT, well one of the problems is in part the discussions regarding where the licence goes, the assumption that the licence file *must* be included inside each and every code file is not accurate, while i'm pretty sure there are lawyers somewhere with an opinion nobody really cares e...
by Bloodknight
Thu Dec 14, 2017 11:14 am
Forum: Beginner
Topic: Shape Editor
Replies: 8
Views: 96
@Jason Campbell Firstly thanks for taking the time to look at this, I used your file and it works fine, which means I at least have a working reference while finding and posting and possibly fixing the other issues around this particular problem. Secondly, ignore Duion, he has been attacking me for ...
by Bloodknight
Wed Dec 13, 2017 1:56 am
Forum: Beginner
Topic: Shape Editor
Replies: 8
Views: 96
OK, so first time playing with shape editor in any real way since I've never really needed to before now. I've created a series of models to test with Download Here Now, all appears to work perfectly well Exhibit 1 https://i.imgur.com/QVvEPVs.png Exhibit 2 https://i.imgur.com/pTYY2AO.png exhibit 3 h...
by Bloodknight
Thu Aug 17, 2017 7:30 pm
Forum: Beginner
Topic: Importing a house
Replies: 3
Views: 232
As I recall the 65k limit was per mesh and you can have multiple meshes per model. also iirc the T3d->collada pipeline auto manages this somehow or at least did do in the early days. You will probably have to tweak the navemesh quite a lot, create a specific navmesh for the building with different s...
by Bloodknight
Thu Aug 10, 2017 10:32 pm
Forum: General
Topic: Terrain software
Replies: 0
Views: 276
Just came across this on steam http://store.steampowered.com/app/388820/Raiseland/ it will apparently be discontinued after the 16th of August, so I figured I'd throw a quick post here in case anybody else might think it's worth a gamble at a silly price. I haven't had much of a look yet, but it doe...
by Bloodknight
Wed Jul 26, 2017 1:46 am
Forum: Torque 2D
Topic: Error using make on Ubuntu 16.04
Replies: 5
Views: 364
Something is badly wrong with that last line, it looks like a chunk of file has somehow gotten deleted and the filename has been replaced by a header guard.
by Bloodknight
Mon Jul 24, 2017 12:58 am
Forum: Beginner
Topic: change groundcover via script
Replies: 75
Views: 7358
look for TerrainEditor::autoMaterialLayer in terrainEditor.cpp, this shows how to paint the terrain via code.
by Bloodknight
Fri Jul 21, 2017 8:32 pm
Forum: C++
Topic: AFX merge to current development branch (note date)
Replies: 2
Views: 274
A Big Thanks to Az who recognised the errors and had fixed them in his version

https://github.com/Azaezel/Torque3D/com ... fb20fba4dc
https://github.com/Azaezel/Torque3D/com ... 4779bfde69

Now I can get on with making the rpg module
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Search found 99 matches Page 1 of 10