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Search found 96 matches Page 1 of 10
by Bloodknight
Thu Dec 14, 2017 11:14 am
Forum: Beginner
Topic: Shape Editor
Replies: 6
Views: 61
@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: 6
Views: 61
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: 227
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: 273
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: 357
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is badly wrong with that last line, it looks like a chunk of file has somehow gotten deleted and the filename has been replaced by a header guard.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: 7313
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: 272
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: 1937
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: 272
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: 193
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...
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Search found 96 matches Page 1 of 10