Search found 17 matches

  • 1
  • 2
Search found 17 matches Page 1 of 2
by doc
Sun Mar 13, 2016 10:14 am
Forum: Rendering
Topic: Nvidia crash with 361.75 driver [fix inside]
Replies: 5
Views: 1643
Purging off the driver and geforce experience and then reinstalling the latest seems to have solved it on my side, but I still think it would be better to use dxgi in any case.
by doc
Tue Mar 01, 2016 4:41 pm
Forum: Rendering
Topic: Nvidia crash with 361.75 driver [fix inside]
Replies: 5
Views: 1643
I had a very bad surprise: Torque was crashing at startup! It keeps crashing since the Nvidia card driver 361.75. If you have this problem too, don't worry and say thanks to @Lopuska for the fix! The problem was in GFXD3D9CardProfiler::init(). For some reason, the driver combined with my hardware di...
by doc
Mon Feb 29, 2016 2:37 pm
Forum: Tools
Topic: Blender: batch naming while keeping LOD number
Replies: 0
Views: 2133
I've always found quite annoying to name each single object while working in Blender. Expecially when it comes to make a model for Torque. If you are using trailing numbers for the LOD, you will quickly notice how splitting a mesh adds a .001,002 and such. Say we want to make a huge TSStatic and we ...
by doc
Thu Feb 25, 2016 9:23 pm
Forum: Rendering
Topic: Snowflakes are squares.
Replies: 5
Views: 1626
Looking good!
by doc
Thu Feb 25, 2016 11:51 am
Forum: General
Topic: BUG: Material and Emitter Definitions Overwrite WRONG Definitions
Replies: 3
Views: 1503
I also have this problem with my game's editor and IIRC it is based on 3.5 still.
I thought it was my fault due to some mayor modifications...
by doc
Thu Feb 25, 2016 11:40 am
Forum: Visuals
Topic: Toon shading
Replies: 8
Views: 3769
Nice! Thank you!
Going to tweak my light attenutation in 3..2..1..
by doc
Thu Feb 25, 2016 11:37 am
Forum: Rendering
Topic: Snowflakes are squares.
Replies: 5
Views: 1626
I also had the same problem, I suggest to use your own shader for that: you can specify which shader to use for the drops and splashes as you can see here https://github.com/GarageGames/Torque3D/blob/2044b2691e1a29fa65d1bdd163f0d834995433ce/Engine/source/T3D/fx/precipitation.cpp#L1633 To do that, ad...
by doc
Sun Jul 19, 2015 6:10 pm
Forum: Gameplay
Topic: Script: Snap objects to ground
Replies: 9
Views: 3037
I was wondering about what @
User avatar
rlranft
suggested..picking up the raycast contact point normal could also add the correct rotation to the object. Tomorrow I'll try to make some experiments but I'm not sure if I have the math to get the object rotation from the contact point normal..
by doc
Sat Jul 18, 2015 6:04 pm
Forum: Gameplay
Topic: Script: Snap objects to ground
Replies: 9
Views: 3037
@rlranft I already knew about the editor snapping function, but I wasn't sure if it would snap also in non-editor mode and/or on other shapes that are not a terrain. The point of the functions is to help me spawn (in my case)aircrafts over stuff like rigidShapes etc. by script and at random places. ...
by doc
Sat Jul 18, 2015 1:16 pm
Forum: Gameplay
Topic: Script: Snap objects to ground
Replies: 9
Views: 3037
I'm glad you like it!
Technically it could also stack an object over another to make building blocks(see the rayCast mask).

Personally, I'll use it to spawn aircrafts directly on the carrier deck etc..
  • 1
  • 2
Search found 17 matches Page 1 of 2