Search found 393 matches

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Search found 393 matches Page 3 of 40
by Azaezel
Mon Jul 10, 2017 9:18 pm
Forum: Beginner
Topic: change groundcover via script
Replies: 75
Views: 9265
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: 92
Views: 5564
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: 92
Views: 5564
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: 25
Views: 2204
@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...
by Azaezel
Wed Jul 05, 2017 7:11 pm
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 25
Views: 2204
Glad to hear it. https://github.com/GarageGames/Torque3D/blob/development/Engine/source/terrain/hlsl/terrFeatureHLSL.cpp#L1060 was starting to get more than a bit long in the tooth. As far as the 11 barrier, that was a dx9 limitation for communicating between vertex and pixel shaders. Why we embedde...
by Azaezel
Wed Jun 14, 2017 3:25 am
Forum: General
Topic: Development on Ubuntu 16.04
Replies: 25
Views: 2234
Mind going ahead and dropping in https://github.com/GarageGames/Torque3D/pull/2021 your end, see if that clarifies things any?
by Azaezel
Thu Jun 08, 2017 10:33 am
Forum: General
Topic: Development on Ubuntu 16.04
Replies: 25
Views: 2234
@Azaezel I did a install with Cmake and code::block as the tutorial in the Youtube video showed. It works fine with the AFX branch you have. Except that the AFXDemo templates throws a Fatal error in Engine/source/gfx/gl/gfxGLShader.cpp @ 665 when I lunch the Torque application... Damn... The other ...
by Azaezel
Tue Jun 06, 2017 8:29 pm
Forum: General
Topic: Development on Ubuntu 16.04
Replies: 25
Views: 2234
Pretty sure @Azaezel has an afx branch here on his repo https://github.com/Azaezel/Torque3D .. not sure the status of it or how up to date it is. https://github.com/Azaezel/Torque3D/tree/afx_plus_devhead not 100% up to date, and likely will not continue to play solo-maintenance-monkey on that once ...
by Azaezel
Tue Jun 06, 2017 8:26 pm
Forum: Rendering
Topic: Vertex displacement shader
Replies: 7
Views: 1035
https://github.com/GarageGames/Torque3D/blob/4b5fbc20cf3ce0c996de0376c5c043f95ec09e86/Engine/source/renderInstance/renderDeferredMgr.cpp#L598 for shader features https://github.com/GarageGames/Torque3D/blob/4b5fbc20cf3ce0c996de0376c5c043f95ec09e86/Engine/source/renderInstance/renderDeferredMgr.cpp#L...
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Search found 393 matches Page 3 of 40