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Search found 379 matches Page 1 of 38
by Azaezel
Wed Jul 26, 2017 8:42 am
Forum: Content
Topic: Are hand made bounds necessary?
Replies: 6
Views: 140
Bounds determin FOV culling, so if for instance you have a mesh which wll during the course of it's animation exeed the first-frame bounds detection algorithm, you'll need to extend to to the farthest set of possible corners to avoid flickering at the edges of the screen and the like.
by Azaezel
Thu Jul 20, 2017 5:56 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1441
So if everyone here believes that being able to choose the older blending behavior and greyscale detail really adds something to T3D 4.0 moving forward, then absolutely keep it in. If its left in for any other reason. . . please just trash it. I'm not trying to start an argument. Just adding my two...
by Azaezel
Thu Jul 13, 2017 6:51 pm
Forum: General
Topic: New Terrain Blending test
Replies: 8
Views: 147
Right so. The differences in general design for an end user according to the specs discussed thusfar would be shifting the 'this does not effect the base color result' from a 128 greyscale middle to a 0 alpha. This has two effects: 1) Removes the 'capacity' to darken a given basetex via subtracting ...
by Azaezel
Wed Jul 12, 2017 5:38 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1441
PNG gets alpha from erasing/fading the image, but you can't fit a greyscale (heightMap) into it. Can you? Sure can, to demonstrate using a pre-existing texture in-engine: http://imgur.com/a/uM625 Reason the image wasn't displaying the rest in most viewers, applications, or editors in the second sho...
by Azaezel
Tue Jul 11, 2017 9:18 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1441
@JeffR Detail Normal Texture, Alpha Channel: Your height information. Won't this create horrible artifacts if you can't use DDS DXT5_NM? Or huge file sizes? What else except DDS has an alpha channel? PNG has transparency but not actual alpha. <EDIT> I like the idea of full colour diffuseDetailMap w...
by Azaezel
Mon Jul 10, 2017 9:18 pm
Forum: Beginner
Topic: change groundcover via script
Replies: 40
Views: 4599
Bit tricky. If you only need it during a singleplayer session, you'll want to do something similar to https://github.com/GarageGames/Torque3D/blob/c83efa59e0a11fc15c68afaf106807643191ac6f/Templates/Full/game/core/scripts/server/centerPrint.cs#L47 + https://github.com/GarageGames/Torque3D/blob/c83efa...
by Azaezel
Sun Jul 09, 2017 7:21 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1441
It''s certainly been discussed, certainly not personally opposed to the notion, of doing say, a pure multiplier though it will force pre-exisitng projects to update all their stuff. But yeah detail maps take 50% brightness per channel as 'don't change the color relative to the base texture' <50% bri...
by Azaezel
Sun Jul 09, 2017 6:46 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 91
Views: 1441
At time of writing, according to https://helpx.adobe.com/photoshop/using/blending-modes.html the equivalent is one of Soft Light Darkens or lightens the colors, depending on the blend color. The effect is similar to shining a diffused spotlight on the image. If the blend color (light source) is ligh...
by Azaezel
Thu Jul 06, 2017 9:18 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 694
@monkeychops: He's simplifying the explanation a bit. If you follow the trail of that sgMaxTerrainMaterialsPerPass you'll note that it blends multiple passes. Terrain Layers themselves look to a rough equivalent of a splatmap, cluster up to (currently hardcoded 3) materials in one render, then layer...
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Search found 379 matches Page 1 of 38