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Search found 99 matches Page 5 of 10
by Mitovo
Fri Jan 13, 2017 10:32 pm
Forum: Content
Topic: Area Fog effect using particle emitter
Replies: 3
Views: 3711
I have a sandstorm effect in Uebergame using the precipitation feature that normally does rain, is that what you want?

If it's a very slow-moving sandstorm, then yes, that sounds like it might work. I hadn't considered using precipitation in that way. Clever!
by Mitovo
Fri Jan 13, 2017 8:14 pm
Forum: Content
Topic: Visible Mesh collision "breaking" when scaling?
Replies: 11
Views: 7401
I just tested myself and for me it works.
What build are you using? Are you using bullet or physX?
It's 3.8, and I'm using Physx.

I'd confirm which PhysX version, but now T3D won't get past the "loading datablocks" stage so I can get into the game/editor. Ugh lol.
by Mitovo
Fri Jan 13, 2017 7:11 pm
Forum: Content
Topic: Area Fog effect using particle emitter
Replies: 3
Views: 3711
Hello again, Back with another question. I'm working on trying to create a kind of "volumetric fog"-like effect in T3D. The kind where you see the light puffs of fog/cloud in the air as you're running through an area, or maybe on the surface of a lake or something. If you recall the effect in the ol...
by Mitovo
Fri Jan 13, 2017 6:54 pm
Forum: Content
Topic: Visible Mesh collision "breaking" when scaling?
Replies: 11
Views: 7401
Here's a video I just recorded showing what's happening. This is the process I've used for any other object I've imported, etc, and this is the first time it's doing this, at least that I can recall. http://tinyurl.com/zp272zv Maybe someone will see a clue in the video as to what's happening. Apolog...
by Mitovo
Fri Jan 13, 2017 5:02 pm
Forum: Content
Topic: Color selectors using different color values?
Replies: 1
Views: 2977
Hello, again, Just noticed something else that seems odd, to me anyway. Not sure if it's intentional or not, but here goes. I noticed when working with the settings for the overall "thelevel" info that different color values are used between the canvasClearcolor and fogColor options. Fog Color appea...
by Mitovo
Fri Jan 13, 2017 4:42 pm
Forum: Content
Topic: Visible Mesh collision "breaking" when scaling?
Replies: 11
Views: 7401
Okay, I just noticed something. When I scale up the object, the visible mesh is increasing, but the collision size is staying the same. So, the larger I make it, I'm able to run further into the visible mesh before I hit the collision. Now, I've tried finding a way to update the collision mesh after...
by Mitovo
Fri Jan 13, 2017 4:26 pm
Forum: Content
Topic: Visible Mesh collision "breaking" when scaling?
Replies: 11
Views: 7401
For the first part: do you know if it stays broken if you scale the object, save, exit and reload? Or does it work if the object is created with the new scale? That'd help narrow things down Hi there, I meant to include that in the previous message, but forgot to add it. No, saving, closing and re-...
by Mitovo
Fri Jan 13, 2017 2:17 pm
Forum: Content
Topic: Visible Mesh collision "breaking" when scaling?
Replies: 11
Views: 7401
Hello, So, the title pretty much sums it up. I have a custom mesh I've imported into T3D, and I set the collision to "visible mesh" (I intend to create proper collision meshes at a later time, but this is just for set-up/mock-up work). I notice that I can rotate the model how ever I want and collisi...
by Mitovo
Sat Jan 07, 2017 9:58 pm
Forum: General
Topic: Multi-texture/vertex blending shaders?
Replies: 15
Views: 5743
So you can only do 3 materials with that? Does not sound that good to me. Currently I use the vertex paint for adding diffuse color to the textures, this gives you an individual diffuse color tint for every polygon in the level without adding materials or textures etc. This seems to be a better use...
by Mitovo
Sat Jan 07, 2017 3:08 pm
Forum: General
Topic: Multi-texture/vertex blending shaders?
Replies: 15
Views: 5743
Should note the vertx painting approach specifically (as oposed to a splatmap, which would be a 5th texture where you reference rgba for your blend ops) does require a higher than normal polycount for lookup, pretty much by definition. I actually prefer the splatmap approach, as it gives far more d...
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Search found 99 matches Page 5 of 10