Search found 304 matches

Search found 304 matches Page 26 of 31
by Bloodknight
Thu Jul 28, 2016 12:35 am
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 36545
disclaimer: only read the last post, i'm lazy, sue me. If you are moving files and folders around why would you move them into core rather than out of core? seems to me core is more about the engine initialization and less game related core functions maybe. Why not separate files in a way that makes...
by Bloodknight
Sat Jul 23, 2016 2:54 pm
Forum: Beginner
Topic: How to destroy decal
Replies: 16
Views: 8008
I think the best solution might be to identify the material as one that doesn't use decals at all, while I don't know if it is in the engine or not (I don't use weapons) there is a resource somewhere that implements different decals on different materials, this should include a method to prohibit de...
by Bloodknight
Sat Jul 23, 2016 2:49 pm
Forum: Beginner
Topic: Some Mounting Questions
Replies: 26
Views: 12731
I'm wondering if your base approach is even the best option here, seems to me that much like a PC/NPC that has a variety of armour sets and your vehicle seems to be an 'upgradeable' in a similar way to the ship in darkstar one. At which point it might be better to create the extras as actual parts o...
by Bloodknight
Sat Jul 23, 2016 3:10 am
Forum: General
Topic: New branch for v4.0???
Replies: 7
Views: 3940
you are assuming 4.0 is the next branch, which is potentially flawed. it might be 3.10, 3.11 and so on. Unless there are plans to maintain more than one release then the master/develop branch system is sufficient. All major features should be on independent branches anyway. I'm assuming its the SC's...
by Bloodknight
Sun Jul 17, 2016 2:27 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 16491
I have no idea who moderates or works the forums, but it might be useful if common internet methodology is used and threads like this that have an actual solution posted could be locked off and a [solved] tag prepended to the title. I know we have a small community here, but i still think there's a ...
by Bloodknight
Sun Jul 17, 2016 2:22 pm
Forum: General
Topic: ** VOTE ** - New TorqueScript extension!
Replies: 23
Views: 12793
Most/many file extensions are used more than once anyway, this is not uncommon. The chances of finding an 'unused' extension are slim to none, the only real concern is that the extension clashes with another current and more commonly used extension. Somewhere and somehow doesn't matter what you pick...
by Bloodknight
Fri Jul 15, 2016 3:11 pm
Forum: Beginner
Topic: Tutorial: How to compile the new version of Torque3D v3.9
Replies: 30
Views: 46899
The vagrant tutorial on the wiki fails due to out of date software, I'm going to review a document I made a long time ago if for no other reason I'm pretty sure somebody somewhere linked it to the public lol
by Bloodknight
Mon Jul 11, 2016 2:21 pm
Forum: Announcements
Topic: Torque 3D 3.9 Release Candidate
Replies: 38
Views: 30617
that looks a massive improvement over the last screenies i saw for macs
by Bloodknight
Mon Jul 11, 2016 2:19 pm
Forum: Beginner
Topic: Ngons
Replies: 10
Views: 5200
I guess the first test should be opening the collada export back in the artists package to review what the exporter has done to the ngon. next test would be what the game engine does to the collada file. I am not artist enough to know anything about ngons other than its trickery at best, horrible or...
by Bloodknight
Mon Jul 11, 2016 2:11 pm
Forum: Beginner
Topic: Tutorial: How to compile the new version of Torque3D v3.9
Replies: 30
Views: 46899
Bonus points for not adding an ugly soundtrack Nice to see a visualisation of the cmake process, would have been useful for me last year when i first got introduced to cmake. I have couple of points i think could be raised/reviewed. -- CMAke will create the folders as appropriate for its own build f...
Search found 304 matches Page 26 of 31