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by Bloodknight
Mon Jul 24, 2017 12:58 am
Forum: Beginner
Topic: change groundcover via script
Replies: 40
Views: 4401
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: 61
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: 22
Views: 981
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: 61
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: 34
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: 87
Views: 1098
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: 87
Views: 1098
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: 87
Views: 1098
[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: 87
Views: 1098
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: 87
Views: 1098
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...
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Search found 91 matches Page 1 of 10