Hi Guys, After porting some projects over to v3.9 I notice that there seems to be an issue with real time shadows. They just don't seem to render correctly. Is there a known issue in this regard ?
Awesome! I'm happy to test your latest build as I have access to a DK2 (but not a Vive just yet). I also own all of the licensed content in your list with the exception of AFX which I've never had a need for! *Edit* Have you by any chance played around with water volumes in your build ? They cause all kinds of render pain and suffering in the older Rift builds. If those issues are resolved in the latest DX11 stuff, it would save me a lot of trouble.
Sounds great Paul! Most of my work has been with variants of the old Rift Valley build but that contains a zillion graphical issues, and makes the design process very limiting. Pain free-ish access to the latest VR blend of T3D would make life much easier.
Hi Everyone! Quick question: Just wondering what the easiest way is to allow the player to freely rotate a pathCamera ? The idea is to allow the camera to travel between path nodes, but at the same time also allow free look rotational movement. Cheers!
I believe Dead State was made with T3D also. There was a nice post-mortem article recently on Gamasutra: http://www.gamasutra.com/view/news/236847/Postmortem_DoubleBears_Dead_State__Controlling_scope_in_an_RPG.php Kind of sad that they basically say that in the end, they should have jumped to Unity rather than stick with Torque - but it seems a good game none the less.
Well, now I know about it I can least avoid such situations in the future! But yes, I agree that the option to make a prefab should be disabled if the selected shapes already intersect or reside within an existing prefab so stop this from occurring.
@Nils: Yes! That's exactly what I had... Basically several large rooms with a selection of pillars and other assets all grouped into prefabs. Definite intersections in terms of prefab boundaries. This sounds like a possible bug then...