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Search found 95 matches Page 1 of 10
by Bloodknight
Wed Dec 13, 2017 1:56 am
Forum: Beginner
Topic: Shape Editor
Replies: 2
Views: 23
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: 220
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: 269
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: 346
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is badly wrong with that last line, it looks like a chunk of file has somehow gotten deleted and the filename has been replaced by a header guard.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: 7208
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: 264
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
by Bloodknight
Fri Jul 21, 2017 1:40 pm
Forum: C++
Topic: VS 2017 support
Replies: 24
Views: 1899
Solution to this problem was added to the repository a few weeks back, posting here in case this is the first thread people find looking for solutions
viewtopic.php?f=2&t=1046
by Bloodknight
Fri Jul 21, 2017 1:38 pm
Forum: C++
Topic: AFX merge to current development branch (note date)
Replies: 2
Views: 264
Current branch can be found here
https://github.com/Bloodknight/Torque3D ... FX_DevHead

The error list that VS provides is here
https://pastebin.com/SV9sKXeR

I have reached my limits on the fixes that I understand.
by Bloodknight
Thu Jul 20, 2017 12:38 pm
Forum: General
Topic: 3.10 VS 2017 compile error + fix + questions
Replies: 0
Views: 190
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: 92
Views: 3426
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...
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Search found 95 matches Page 1 of 10