Search found 220 matches

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Search found 220 matches Page 5 of 22
by saindd
Sun Dec 13, 2015 2:52 am
Forum: Rendering
Topic: ambient sequence
Replies: 32
Views: 18230
What's the purpose of the "ambient" sequence that a lot of the included assets define?
by saindd
Sat Dec 12, 2015 1:50 am
Forum: TorqueScript
Topic: Animation, material and object names get upper cased
Replies: 3
Views: 4418
Randomly, some material, object and sequence names get upper cased by Torque 3D. I edit the CS files manually, and it renames then. For example, if i name a sequence "run", it converts to "Run".

Why does it do such an annoying thing?
by saindd
Sat Dec 12, 2015 12:41 am
Forum: Rendering
Topic: Replacing FP animation/model
Replies: 4
Views: 4267
I bought the source art pack for the Soldier and exported the FP_SoldierArms_Rigged_Master_Max file to DAE, replacing my DAE with that one. That should work, since the only thing i changed in the original datablocks was the shape path. However, the same problems i'm having with my own model happened...
by saindd
Fri Dec 11, 2015 7:20 pm
Forum: Rendering
Topic: Replacing FP animation/model
Replies: 4
Views: 4267
I've removed the prefix attributes from the Player/Ryder datablocks and i'm just pointing to the shape file. They are mounted to the eyeMount or eye bones, if present and if useEyeNode is true in the datablock: https://github.com/GarageGames/Torque3D/blob/2044b2691e1a29fa65d1bdd163f0d834995433ce/Eng...
by saindd
Fri Dec 11, 2015 7:14 pm
Forum: Rendering
Topic: Fog banding
Replies: 0
Views: 3459
Does anyone know how to do this in T3D?

http://blog.wolfire.com/2009/07/blending-land-and-sky/
by saindd
Fri Dec 11, 2015 3:16 pm
Forum: Rendering
Topic: Replacing FP animation/model
Replies: 4
Views: 4267
Well, this is being more difficult than what i initially thought. I'm somewhat finished with my first project in terms of code and logic, so i started replacing the stock T3D art with my own. Unfortunately, it's being a nightmare! In the shape editor, everything is OK: the sequences are setup fine, ...
by saindd
Thu Dec 10, 2015 12:42 pm
Forum: Rendering
Topic: Ground transforms with COLLADA?
Replies: 3
Views: 3543
So, in theory, i just have to make sure my movement animations are not in-place, so the engine can calculate the difference between the root node and the bounds? What if i don't have a bounds object, using the one specified by the engine?
by saindd
Wed Dec 09, 2015 7:58 pm
Forum: Rendering
Topic: FP model rendering behavior
Replies: 2
Views: 3094
I don't want to disable shadows being casted form the FP model, but casted from the TP model into the FP one. Open a sample scene and note that the shadows from the upperbody and head of the third-person model are casted into the FP arms and weapon. You can notice this if you tweak with your PSSM co...
by saindd
Wed Dec 09, 2015 7:56 pm
Forum: Rendering
Topic: Blended poses with threads?
Replies: 9
Views: 6276
Yes, but that was exactly what i was trying to avoid. Checkmy first post. I didn't want to have thousands of animation files pre-baked for something that could be done in realtime. BTW, here's how a model looks with a single-frame animation blended with a walk animation: http://i.imgur.com/AJiqONa.j...
by saindd
Wed Dec 09, 2015 7:01 pm
Forum: Rendering
Topic: FP model rendering behavior
Replies: 2
Views: 3094
Torque prevents the weapon from being rendered through geometry by pushing the model towards the camera. As described here: http://www.garagegames.com/community/forums/viewthread/121167 https://www.garagegames.com/community/forums/viewthread/131993 But there's another problem, other than that. The 3...
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Search found 220 matches Page 5 of 22