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Search found 705 matches Page 1 of 71
by JeffR
Mon Oct 16, 2017 4:05 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 171
Views: 21096
Oh, man forgot another bit being worked on: Custom Shader Features. So, you may or may not be aware of how the material/shaders system in T3D works. It's a bit fuzzy unless you go digging through the code, but don't worry, I'll explain the basics first. In T3D, you have 2 types of materials. Materia...
by JeffR
Mon Oct 16, 2017 7:32 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 171
Views: 21096
Hey guys! Time for another update! Predictably, lots of stuff has been worked on since the last update, it's hard to know where to begin, haha. Well, first and foremost, lets get it out of the way: thanks to the excellent efforts of @Bloodknight getting a nice, clean PR put together, AFX has been of...
by JeffR
Mon Oct 16, 2017 6:28 am
Forum: Blogs
Topic: TorqueScript Improvements
Replies: 3
Views: 222
This has all around been a pretty interesting project to help with. It'll be fun to get it all finalized and capitalize on those sweet, sweet gains.
by JeffR
Sat Oct 07, 2017 4:58 pm
Forum: Rendering
Topic: Are all custom materials forward rendered?
Replies: 4
Views: 138
Custom Materials are "weird". They can work with deferred lighting, as Duion mentioned, but they do a lot of hoop-jumping in the backend that can sometimes cause problems, and EVERYTHING has to be implemented manually on them. So if you want to apply them to an animated character mesh, you...
by JeffR
Fri Oct 06, 2017 11:48 pm
Forum: Beginner
Topic: change groundcover via script
Replies: 72
Views: 6001
Sweet! I'll have to check this out this weekend. Nice work, good sir!
by JeffR
Fri Sep 29, 2017 9:23 pm
Forum: Beginner
Topic: Android support
Replies: 5
Views: 121
Currently there are no plans. it'd be neat for sure, but ya, no active plans. A bit part of it is that android pretty much requires OpenGLES for the graphics API, which we do not support at all currently. So that would have to be implemented first before anything else could be done with it.
by JeffR
Fri Sep 29, 2017 4:31 pm
Forum: Beginner
Topic: change groundcover via script
Replies: 72
Views: 6001
Haha, yes! Lawnmower Simulator 2017 here we come ;)
by JeffR
Wed Sep 27, 2017 6:01 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 171
Views: 21096
@
User avatar
HeadClot


Oh hey, yeah, that's fairly similar to what I was thinking. I was also figuring on having the ability to 'stamp' several pieces down at once rather than just the paint mode, but otherwise that definitely is along the lines. Good point of reference :D
by JeffR
Mon Sep 25, 2017 7:36 pm
Forum: Beginner
Topic: change groundcover via script
Replies: 72
Views: 6001
Sorry, I hadn't seen your message yesterday, though I'm glad you got it working!

If you can, I'd say go ahead and make a thread in the Resources area with your changes in case someone else wants a similar effect :)
by JeffR
Thu Sep 21, 2017 3:52 pm
Forum: Beginner
Topic: change groundcover via script
Replies: 72
Views: 6001
Very nice, dude!
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Search found 705 matches Page 1 of 71