Search found 314 matches

  • 1
  • 2
  • 3
  • 4
  • 5
  • 32
Search found 314 matches Page 1 of 32
by Steve_Yorkshire
Fri Apr 19, 2019 8:37 pm
Forum: C++
Topic: Exposing PrecipitationDensity To Quality Settings
Replies: 1
Views: 126
Whilst looking around the code I noticed that there was no global method to change the density of precipitation in the same way you could with groundCover, however there was a $pref::precipitationDensity global var, it was just not exposed to anything. So I changed that so it can be controlled with ...
by Steve_Yorkshire
Fri Mar 29, 2019 1:42 am
Forum: Rendering
Topic: FIX: Terrain Materials WashOut Cannot Find Texture
Replies: 3
Views: 198
@Duion yep, I had the texture map saving out as a JPG. Torque actually defaults to DDS (that and PNG give the best quality). I must have clicked the drop down by mistake, and of course nothing happens until you reload the level ... ahem ... https://okpanico.files.wordpress.com/2018/12/nothing-to-dse...
by Steve_Yorkshire
Thu Mar 28, 2019 10:29 pm
Forum: Rendering
Topic: FIX: Terrain Materials WashOut Cannot Find Texture
Replies: 3
Views: 198
Update: I had the terrain's atlas texture map saving out as a JPG at a mere 90k, hence the loss of clarity. :oops: Default is DDS (683k) and PNG (249k) is also available. Whatever you select does not update until you restart the level so you cannot just check the differences on the fly. So if you do...
by Steve_Yorkshire
Wed Mar 13, 2019 7:00 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 353
Views: 93499
Arrays, are there anything they can't do? I love arrays! 8-)
Also 1 drawcall sounds rather good.

However I am somewhat concerned by JeffR and his demonic naming conventions for harddrives ... :?
by Steve_Yorkshire
Wed Mar 13, 2019 6:44 pm
Forum: Visuals
Topic: ForestEditor Wind And Editing Normals Info [WARNING 12mb of gifs]
Replies: 4
Views: 588
Found something interesting; The colour of your alpha affects how the leaves look - probably due to the edges getting rendered, however it also effects the overall colour/look when alphaRef is very high. 1: Black background for the alpha gives the most definition to individual elements and thus slig...
by Steve_Yorkshire
Mon Mar 11, 2019 11:13 pm
Forum: Blogs
Topic: New trailer released.
Replies: 13
Views: 473
Looks good. Nice planet. Nice tune.
by Steve_Yorkshire
Mon Mar 11, 2019 10:32 pm
Forum: Visuals
Topic: ForestEditor Wind And Editing Normals Info [WARNING 12mb of gifs]
Replies: 4
Views: 588
So I've been playing around with the ForestEditor, trees/foliage and the WindEmitter. This is when I noticed that editing normals on your foliage/leaves affects how the model responds to wind. First up, editing normals. Why you might want normals editing: You might want to edit normals on things lik...
by Steve_Yorkshire
Mon Mar 04, 2019 9:54 pm
Forum: TorqueScript
Topic: Missiongroup and cleanup
Replies: 5
Views: 299
As @Happenstance missionGroup gets deleted when the server ends. If you want a parentgroup which lasts through multiple missions you can test to see if it needs creating at either missionLoad/StartGame or mainMenu::onWake(). I tend to have a check in mainMenu::onWake() and create the group if it doe...
by Steve_Yorkshire
Tue Feb 26, 2019 4:38 pm
Forum: General
Topic: Torque3d Features - Issues - Wishlist
Replies: 16
Views: 10046
Make My Game Button, I mean come on guys, stop lagging behind, it is the [current_year] :lol:
by Steve_Yorkshire
Tue Feb 26, 2019 3:07 am
Forum: General
Topic: Torque, cmake, compiler, OS
Replies: 4
Views: 368
Development Feb 2nd
Win10 Home 64
Cmake 3.13.4 64
VS2017 64
All quiet on the Western Front.

I noticed everything (i.e. shaders) load faster if you put the shaders/procedural folder back in with the autogen so they don't have to keep building everytime you load a new level/mission file.
  • 1
  • 2
  • 3
  • 4
  • 5
  • 32
Search found 314 matches Page 1 of 32