Search found 110 matches

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Search found 110 matches Page 7 of 11
by Mitovo
Sat Jan 07, 2017 3:08 pm
Forum: General
Topic: Multi-texture/vertex blending shaders?
Replies: 15
Views: 7796
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...
by Mitovo
Wed Jan 04, 2017 2:22 am
Forum: General
Topic: Multi-texture/vertex blending shaders?
Replies: 15
Views: 7796
Hi all, I've tried googling, and I saw the question was asked back on the GG site, but the link wouldn't load... Thought I'd ask here. Has anyone ever put together a shader for multi-texture, using either vertex blending, or perhaps a splat-map type setup? I was thinking of working on some assets us...
by Mitovo
Tue Dec 20, 2016 9:17 pm
Forum: General
Topic: Holes in terrain not working
Replies: 15
Views: 8091
Well that's a first. I actually posted something useful!

:p

I'll have to check it out later after work.

Thanks!
by Mitovo
Tue Dec 20, 2016 12:27 am
Forum: General
Topic: Holes in terrain not working
Replies: 15
Views: 8091
For those asking, I'm using Bullet Physics, and OpenGL rendering, and I'm using 3.8 (can't seem to get 3.9 to work right). But really, should the physics version really matter? I'd imagine the terrain system would be programmed to recognize when a part of its surface has been set to "empty", regardl...
by Mitovo
Mon Dec 19, 2016 9:20 pm
Forum: General
Topic: Holes in terrain not working
Replies: 15
Views: 8091
Just got this tested and working with PhysX 2.8 SDK and versions T3D 3.8 and 3.10. I don't see any floating issues so far.. rDwe6tAvVXc You should probably post more details about your setup. It looks like you've lowered the terrain at that point, as you have the sandy ground at the bottom of the w...
by Mitovo
Sun Dec 18, 2016 8:33 pm
Forum: General
Topic: Holes in terrain not working
Replies: 15
Views: 8091
Hello, So, I decided to test out an in-progress build of a land feature I'm working on, with a quick and ugly texturing job, and I noticed a bug in the terrain system. Maybe it's known about, but I couldn't find anything about it. Basically, the game engine ignores holes in the terrain for character...
by Mitovo
Wed Dec 14, 2016 8:58 pm
Forum: General
Topic: Couple thoughts about Sketch Tool
Replies: 0
Views: 6129
Just wanted to post a couple thoughts here, quick, about the Sketch tool in T3D. I've been working with it, and love how quickly you can rough out objects and shapes, etc. While working with it, a couple things seemed odd about how editing the objects works. 1. The 'Split Edge' (or is it face?) tool...
by Mitovo
Wed Dec 14, 2016 5:20 pm
Forum: TorqueScript
Topic: Personal TorqueScript training?
Replies: 6
Views: 7217
That could always be helpful; having a reference/link or summary/refresher of concepts taught in a previous chapter/lesson is certainly good for someone learning something for the first time... it reinforces what they already know, or helps them remember what they may not. For the function/twofruity...
by Mitovo
Wed Dec 14, 2016 5:05 pm
Forum: General
Topic: Starting with TorqueScript
Replies: 11
Views: 10071
Yeah, the sketch tool uses the normal of the surface clicked to orient the brush when creating it. If you don't want that, currently, you can click the little cube icon in the top bar, and it'll make a 1m cube, 0 rotation. That would likely be useful. For improvements, I could see a option/setting ...
by Mitovo
Wed Dec 14, 2016 2:17 pm
Forum: TorqueScript
Topic: Personal TorqueScript training?
Replies: 6
Views: 7217
You can feel free to add me in skype, my email being Areloch at gmail dotcom. I dunno if I've got time to do a full-on sitdown lesson, but I'm more than happy to answer questions and help get you sorted :) In the interest of plotting out better documentation and tutorialstuffs in the future, what p...
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Search found 110 matches Page 7 of 11