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Search found 316 matches Page 1 of 32
by Steve_Yorkshire
Mon May 06, 2019 9:29 pm
Forum: C++
Topic: Fixing GuiHealthTextHud For Networking ShowTrueHealth
Replies: 1
Views: 164
ShowTrueHealth does not work in GuiHealthTextHud for clients joining the server (works in local conditions). https://cdn.discordapp.com/attachments/358091480004558849/575026864410591242/screenshot_002-00000.png That "1" should be 100. maxDamage has been left out of networking ... for whatever reason...
by Steve_Yorkshire
Fri May 03, 2019 5:27 pm
Forum: Roadmap
Topic: First Quarter 2019 Roadmap
Replies: 11
Views: 1018
A wild @
User avatar
Nils
appears!
by Steve_Yorkshire
Fri Apr 19, 2019 8:37 pm
Forum: C++
Topic: Exposing PrecipitationDensity To Quality Settings
Replies: 1
Views: 241
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: 239
@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: 239
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: 364
Views: 96747
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: 813
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: 588
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: 813
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: 344
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...
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Search found 316 matches Page 1 of 32