Search found 1629 matches

Search found 1629 matches Page 1 of 163
by Duion
Wed Sep 23, 2020 12:37 pm
Forum: Beginner
Topic: Setting Torsion as default editor?
Replies: 2
Views: 55
Just open the files externally with Torsion and edit them there, then switch back and forth to the engine, you have to reload the level or restart the game anyway in order to make new code work (reloading the level is enough in most cases).
by Duion
Wed Sep 23, 2020 12:34 pm
Forum: TorqueScript
Topic: programatically adjust soundemitter volume?
Replies: 5
Views: 1957
I never noticed audio things being changed in any update.
by Duion
Wed Sep 23, 2020 12:20 pm
Forum: Beginner
Topic: Want to learn Torque and TorqueScript. Where to begin?
Replies: 11
Views: 185
Forget all the documentation and books for now, the easist way, at least for me was to do something pratical. To do something practical you ideally start with something that is fully functional or at least mostly functional and then you invent a feature and implement it. The bad news is, Torque3D is...
by Duion
Sun Sep 06, 2020 11:48 am
Forum: TorqueScript
Topic: LevelName.postfxpreset.cs is not loaded automatically
Replies: 4
Views: 395
Btw putting levels into models/levels is a stupid idea, it makes no sense, but it should not make any difference where the levels are, I think the function searches for the levelname with the suffix postfxpreset.cs and if not then change the function to do that.
by Duion
Fri Sep 04, 2020 8:52 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11650
The only way I can think of to remove ground cover is to paint under the decal with another terrain material. That is how I do it, usually some dirt texture, which adds additional detail and realism to the level, since roads are not build on grass, in reality they clear the area before they build r...
by Duion
Mon Aug 24, 2020 1:37 am
Forum: Content
Topic: Repeatable method for preparing terrain detail textures?
Replies: 3
Views: 882
Simple method, just desaturate, having color levels around 128 helps, but you can change the intensity inside the engine as well. Complicated method is understanding how the blend algorithm works and then try and error. What I do now is, I do not even desaturate fully, but leave some color in the de...
by Duion
Wed Aug 19, 2020 12:04 am
Forum: Beginner
Topic: Can't start without doubts
Replies: 2
Views: 754
Garagegames is long abandoned, this website here is the place to go. To be honest, this website is confusing as well, I fail every time again when I try to find where to get started. To make things easier for you go to http://wiki.torque3d.org/main:downloads and select a version of the engine you li...
by Duion
Thu Aug 06, 2020 9:25 am
Forum: Rendering
Topic: Sky/clouds blue separation area
Replies: 6
Views: 1745
Did you try the other clouds? They should behave different and go all the way to the horizon. What you are using is a method that overlays normal maps to generate the clouds, maybe that has something to do why they do not go all the way to the horizon, while the other clouds are just an image that s...
by Duion
Wed Aug 05, 2020 2:27 pm
Forum: Rendering
Topic: Sky/clouds blue separation area
Replies: 6
Views: 1745
Look for fog settings in "theLevelInfo", it is most likely the fog that accumulates in the distance and it has a specific atmosphere height, that is where the clouds stop and the fog begins. Edit: I overread that you already said not related to fog, in that case my next guess would be view distance,...
by Duion
Wed Aug 05, 2020 10:38 am
Forum: Content
Topic: Leaf flutter face-tearing/splitting
Replies: 1
Views: 703
I had that too, it is because the faces have different values of color, so the engine makes them move differently. To avoid that, make sure that in Blender you separate the leaf you want to paint, then make sure your brush hits all vertex at the same time and then paint with 100% intensity, to make ...
Search found 1629 matches Page 1 of 163