Search found 383 matches

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Search found 383 matches Page 1 of 39
by Azaezel
Sat Sep 16, 2017 1:20 am
Forum: Beginner
Topic: change groundcover via script
Replies: 50
Views: 5198
You won't. The terrain has undergone 3 revisions since then. Though the general principles do still apply.
by Azaezel
Tue Sep 12, 2017 9:44 pm
Forum: Beginner
Topic: building navmesh at runtime and using it for spawned aiplayers
Replies: 4
Views: 56
Old create on the fly code is old, but should by and large still be accurate function addNav() { %newMesh = new NavMesh(theNavMesh) { saveIntermediates = "0"; buildThreaded = "1"; build = "0"; fileName = "levels/temp/nav.nm"; //<--------------------- file save...
by Azaezel
Sun Sep 10, 2017 9:04 pm
Forum: Beginner
Topic: Detour?
Replies: 7
Views: 104
DetourCrowd will take a rewrite. Sourcecode for the navmesh system interop can be found https://github.com/GarageGames/Torque3D/tree/development/Engine/source/navigation https://github.com/GarageGames/Torque3D/blob/development/Engine/source/navigation/navMesh.cpp#L859-L1097 for example. Done a bit o...
by Azaezel
Wed Aug 30, 2017 9:40 pm
Forum: Announcements
Topic: Torque 3D 3.10 Released!
Replies: 36
Views: 7057
Strange, I just built a custom one myself last night on the mini... _EngineMethodTrampoline would suggest this would be a source<->script interop binding. One of https://github.com/Azaezel/Torque3D/commit/8ca53c771f8b8e25c5cb37fe74632ffb20fba4dc or https://github.com/Azaezel/Torque3D/commit/8501f2e6...
by Azaezel
Wed Jul 26, 2017 8:42 am
Forum: Content
Topic: Are hand made bounds necessary?
Replies: 6
Views: 200
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: 92
Views: 2104
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: 218
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: 92
Views: 2104
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: 92
Views: 2104
@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...
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Search found 383 matches Page 1 of 39