<?xml version="1.0"?>
<rss version="2.0"><channel><title>Rendering Latest Topics</title><link>https://torque3d.org/forums/forum/8-rendering/</link><description>Rendering Latest Topics</description><language>en</language><item><title>How to make laser beams?</title><link>https://torque3d.org/forums/topic/17650-how-to-make-laser-beams/</link><description><![CDATA[<p>
	Straightforward question, how can i make a laser beam graphic to be used for hitscan type weapons(and other uses)?
</p>

<p>
	Plus points if i can make a dot and/or flare where the beam hits.
</p>

<p>
	Ribbons are probably not what i want since they need to be tied to some object to work.
</p>
]]></description><guid isPermaLink="false">17650</guid><pubDate>Sat, 31 Jan 2026 21:08:23 +0000</pubDate></item><item><title>materials - double-sided weirdness</title><link>https://torque3d.org/forums/topic/17643-materials-double-sided-weirdness/</link><description><![CDATA[<p>
	hello , I've a small concernimg double-sided material . am I mistaken or is the dark side actually a copy of the light side  ?
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="53.44" height="342" style="height:auto;" width="640" data-src="https://i.ibb.co/RT7TYYWd/double-Sided-Issue-00b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>
]]></description><guid isPermaLink="false">17643</guid><pubDate>Mon, 01 Dec 2025 00:11:47 +0000</pubDate></item><item><title>is there limit for num of mat slots ?</title><link>https://torque3d.org/forums/topic/17542-is-there-limit-for-num-of-mat-slots/</link><description><![CDATA[<p>
	Is there a limit for number of materials ? Ive neen trying to import a model with 14 and crashing . TY
</p>

<p>
	EDIT : So , disreguard this stupid post . it imported fine in a different t3d instance . however: I still dont get it , this case I have  put all of the materials  , like 28 of them , and images , into a folder , then the 8 different shapes which share these materials into 8 sub-folders within it with their shape asset amd tscript . the first six shapes are fine though I edited the shape , image and material files due to fact that i havent exactly optimized my import process . anyhow , the last 2 shapes will not import . the GODS hate me , I guess . TY
</p>
]]></description><guid isPermaLink="false">17542</guid><pubDate>Sun, 27 Jul 2025 06:37:55 +0000</pubDate></item><item><title>Video capture</title><link>https://torque3d.org/forums/topic/16873-video-capture/</link><description><![CDATA[<p>
	I noticed there used to be a feature to record videos ogg in t3d, i have no idea if it works or not, i never got around messing with it.
</p>

<p>
	Just the other day i installed openshot and discovered the magic of video editing, i would like to combine that success with my achivements in t3d.
</p>

<p>
	What is the status of video capture subsystem in t3d and has as anyone used it before to make videos?
</p>

<p>
	Right now id be pretty happy if you could just take videos, but i think there is lots of potential for video making and im curious how far i can take it.
</p>

<p>
	Share any suggestions or ideas on the matter, t3d makes for great visual technology, if anyone ever used it as such tell me about it.
</p>
]]></description><guid isPermaLink="false">16873</guid><pubDate>Wed, 09 Apr 2025 12:00:16 +0000</pubDate></item><item><title>Concerning CollisionEditor and great big multi-obj model</title><link>https://torque3d.org/forums/topic/16621-concerning-collisioneditor-and-great-big-multi-obj-model/</link><description><![CDATA[<p>
	hello and first things to the fore , Im sorry to keep doing this to you great bunch of guys but I just have to do something in the event that theres someway that I can reach out and just jam this ol' buddy along . heres hoping guys and you are the greatest ! I came across this great Kewl model of a whole city <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f63b.png" class="ipsEmoji" alt="😻"> .
</p>

<p>
	1. its Big 750,000 verts
</p>

<p>
	2. 200 objects
</p>

<p>
	3 200 mats
</p>

<p>
	this story begins with the model , as is , being superlative , IMHO , I was so happy <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f60a.png" class="ipsEmoji" alt="😊">
</p>

<p>
	its like Torque3D must have no limitations . and as is as a scenery object , i'll call it . its great .
</p>

<p>
	So , then I wanted some collisions m and I wanted the shape editor to whippem up (help me choose a emoj <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f44d.png" class="ipsEmoji" alt="👍">).
</p>

<p>
	1. issue 1 i cant spell good . and my vision is so that the documentation is ...
</p>

<p>
	but I attack at the shape and collision editor for this <span>:</span>
</p>

<p>
	<span>as there are many objects , I browse the list in the collision editor and choose one , say STREETS for ex:</span>
</p>

<p>
	creates a lovely convex hulls as the street IS a few separate rectaggles .then I need one for the sidewalk or rooftops , or any one of the 200 objects that comprises the shape , right ?
</p>

<p>
	2 . this presents me with the message box containg the message text which is as follows or similar <span>:</span>
</p>

<p>
	<span>"the will overwrite the the other one that you just made" . and thats exactly what it did . </span>
</p>

<p>
	<span>So i made a couple of pics of this in action .</span>
</p>

<p>
	 
</p>

<p>
	<span>a random  bldg made of 2 obsjects the facade and windows ; the pics will clear up any ankst . </span>
</p>

<p>
	<span>the windows 001 obj raised up for viewing purpose . and the convex hulls are already created as you can see .</span>
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="54.50" height="532" style="height:auto;" width="1000" data-src="https://i.ibb.co/nsGzw5B9/collision-Edit-000b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	for clarification , the wireframe function is engaged .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="54.50" height="532" style="height:auto;" width="1000" data-src="https://i.ibb.co/tTjyLcLY/collision-Edit-001b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	and this is the other part sort of the facade/bldgStruct stuff thing .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="54.90" height="536" style="height:auto;" width="1000" data-src="https://i.ibb.co/whgnj8k7/collision-Edit-002b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	its wire .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="54.90" height="536" style="height:auto;" width="1000" data-src="https://i.ibb.co/zVV9rMvk/collision-Edit-003b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	Ok thats a lot isnt it? alright you have a great day SIR! and aprecite ya .<img alt=":classic_smile:" data-emoticon="" height="20" src="https://torque3d.org/uploads/emoticons/smile.png" srcset="https://torque3d.org/uploads/emoticons/smile@2x.png 2x" title=":classic_smile:" width="20" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">16621</guid><pubDate>Thu, 27 Feb 2025 09:11:17 +0000</pubDate></item><item><title>lighting anamoly ?</title><link>https://torque3d.org/forums/topic/16427-lighting-anamoly/</link><description><![CDATA[<p>
	looks like transporter beam . on;y visible at these particular angles . TY for looking  . have a nice day . <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f976.png" class="ipsEmoji" alt="🥶">
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="58.25" height="466" style="height:auto;" width="800" data-src="https://i.ibb.co/Z2WSb0j/t3d403-transporter-Beam-01-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>
]]></description><guid isPermaLink="false">16427</guid><pubDate>Wed, 22 Jan 2025 20:39:25 +0000</pubDate></item><item><title>program crashes in opengGL runs in DX</title><link>https://torque3d.org/forums/topic/16391-program-crashes-in-openggl-runs-in-dx/</link><description><![CDATA[<p>
	So, Im no pro by any means . I have a 4.01 binary with the example module . Im loading a 4096 heightmap . thats pretty much the extent of the setup . Ive loaded the terrain and saved the level . It opens with dx11 and crashes with the OGL . I probably wouldnt have noticed but I was trying out some new pbr terrain mats which had ogl normals . Thank You For Your Time .
</p>
]]></description><guid isPermaLink="false">16391</guid><pubDate>Tue, 14 Jan 2025 01:21:45 +0000</pubDate></item><item><title>IOR ? is index of refraction used ?</title><link>https://torque3d.org/forums/topic/16075-ior-is-index-of-refraction-used/</link><description><![CDATA[<p>
	I cant find any reference to IOR while trying to widow search through the source files but, my win7 doesn't search within the TSCRIPT files anyways . So , ? I havent managed to make myself look too dumb lately so is is this gonna be the one ? hmmm ? <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"> thank you and have a nice day .</span>
</p>
]]></description><guid isPermaLink="false">16075</guid><pubDate>Tue, 26 Nov 2024 23:42:22 +0000</pubDate></item><item><title>water Plane reflection Issue</title><link>https://torque3d.org/forums/topic/15661-water-plane-reflection-issue/</link><description><![CDATA[<p>
	Hi , sorry to bother you . I've seen this with 3.10 and now 4.01 . I am using the 4.01 binary . In case you don't notice , its that the sun is reflecting on the water plane even though the sun is behind the hills in the terrain .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="52.19" height="334" style="height:auto;" width="640" data-src="https://i.ibb.co/M12mX0f/water-Plane-Reflection-Iss-000-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.03" height="365" style="height:auto;" width="640" data-src="https://i.ibb.co/WHjv3Jg/water-Plane-Reflection-Iss-001-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	thank you so much for your very generous time . and have a superb day M8s.
</p>
]]></description><guid isPermaLink="false">15661</guid><pubDate>Tue, 24 Sep 2024 12:06:05 +0000</pubDate></item><item><title>terrain materials no preview image</title><link>https://torque3d.org/forums/topic/15876-terrain-materials-no-preview-image/</link><description><![CDATA[<p>
	Im using the 4.01 binary with just the example and FPS modules . the terrain materials preview in the asset browser is blank (white). TY
</p>
]]></description><guid isPermaLink="false">15876</guid><pubDate>Sun, 27 Oct 2024 07:03:08 +0000</pubDate></item><item><title>4.xx side projection ?</title><link>https://torque3d.org/forums/topic/15283-4xx-side-projection/</link><description><![CDATA[<p>
	what is the state of development for using side projection in terrain materials ? if that even makes any sense , its not working too good for me and my 4.01 binary . Thank You
</p>

<p>
	being that thats sorta vague . the normal map spreads across everything , not just in the area that should be painted 
</p>

<p>
	Is also like ask where to find any info on how to use/set up the "texture settings"  . thank you so very much and just you have yourself a beauty of an ol' day <span>:</span>)
</p>
]]></description><guid isPermaLink="false">15283</guid><pubDate>Sat, 17 Aug 2024 04:33:46 +0000</pubDate></item><item><title>Changing hue, contrast, brightness and gamma?</title><link>https://torque3d.org/forums/topic/13808-changing-hue-contrast-brightness-and-gamma/</link><description><![CDATA[<p>
	Short question short, how can i change contrast, brightness, gamma value and hue, meaning color for those who dont know.
</p>

<p>
	I hope there is some way to shift hue, the original red alert had it and it was mad fun to mess with, i need something similar in my remake, all those colors made it stand out.
</p>

<p>
	This is probably one of those stupid questions that can be answered real quick with a search, but im not good with that and its better to ask so you are sure.
</p>
]]></description><guid isPermaLink="false">13808</guid><pubDate>Tue, 21 May 2024 10:30:09 +0000</pubDate></item><item><title>sun reflection on clear canvas area</title><link>https://torque3d.org/forums/topic/13441-sun-reflection-on-clear-canvas-area/</link><description><![CDATA[<p>
	this shows the sun reflecting on the clear canvas area . it reflects across the whole side and bottom clear area . maybe its the fog IDK . 
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="53.50" height="428" style="height:auto;" width="800" data-src="https://i.ibb.co/HtdSQp8/Clear-Canvas-Sun-Reflect001-C.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13441</guid><pubDate>Tue, 30 Apr 2024 22:14:05 +0000</pubDate></item><item><title>ScatterSky Ambient Color Dark Line</title><link>https://torque3d.org/forums/topic/8586-scattersky-ambient-color-dark-line/</link><description><![CDATA[<p>
	So this dark line issue was raised in my show-off thrad (my fun project 01 ) - starring ME <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f929.png" class="ipsEmoji" alt="🤩">
</p>

<p>
	anyway , It concerns the dark line seen at the horizon . These Pics show that it is the ambient scale color .
</p>

<p>
	Im not offering a suggestion on fixing it , just noting it is the ambient color in the scattersky object .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="56.33" height="338" style="height:auto;" width="600" data-src="https://i.ibb.co/k1JgZFs/Ambient-Color-Line1b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="56.33" height="338" style="height:auto;" width="600" data-src="https://i.ibb.co/k0NpNTv/Ambient-Color-Line2b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="56.33" height="338" style="height:auto;" width="600" data-src="https://i.ibb.co/1TH1bLg/Ambient-Color-Line3b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="56.33" height="338" style="height:auto;" width="600" data-src="https://i.ibb.co/F8LZM9N/Ambient-Color-Line4b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8586</guid><pubDate>Tue, 29 Aug 2023 22:52:25 +0000</pubDate></item><item><title>NAVMESH MADNESS !</title><link>https://torque3d.org/forums/topic/8587-navmesh-madness/</link><description><![CDATA[<p>
	this scene has a navemesh . the editor is off
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="56.33" height="338" style="height:auto;" width="600" data-src="https://i.ibb.co/9qP5d5d/NAVISSUE1b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	and now the editor is on and the navmesh is in the screen , this doesn't happen with the navmesh off-screen while in edit mode .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="56.33" height="338" style="height:auto;" width="600" data-src="https://i.ibb.co/nmyjzfq/NAVISSUE2b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8587</guid><pubDate>Tue, 29 Aug 2023 23:02:06 +0000</pubDate></item><item><title>material import Issue</title><link>https://torque3d.org/forums/topic/8280-material-import-issue/</link><description><![CDATA[<p>
	Hi , Im back , sorry , I respect you and appreciate your time .
</p>

<p>
	So , when I import a model which shares a material which is already in the folder it re-imports the material . no huge deal , just a wee bit messy and I just delete the unneeded material and image files and it seems to work fine . So , is there a way Im supposed to just bypass the second import and unnecessary image and material asset files ? hope this makes since Thank You .
</p>
]]></description><guid isPermaLink="false">8280</guid><pubDate>Wed, 26 Jul 2023 04:34:55 +0000</pubDate></item><item><title>shadow seems too dark ?</title><link>https://torque3d.org/forums/topic/6818-shadow-seems-too-dark/</link><description><![CDATA[<p>
	am I wrong or is this shadow on the hillside simply way too dark ? TY for your help .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="50.00" height="300" style="height:auto;" width="600" data-src="https://i.ibb.co/vQGSzJP/dark-Shadow-Iss-001.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	 
</p>

<p>
	So , Ill just add that the hill is like ,  very steep , vertical , 90 degreeish. TY
</p>
]]></description><guid isPermaLink="false">6818</guid><pubDate>Sat, 21 Jan 2023 23:50:49 +0000</pubDate></item><item><title>[solved] 3.10. OpenGL flicker on loading screen</title><link>https://torque3d.org/forums/topic/7183-solved-310-opengl-flicker-on-loading-screen/</link><description><![CDATA[<p>
	In console:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">OPENGL: GL_INVALID_OPERATION error generated. No active program.</span></pre>

<p>
	Any ideas  how to fix this ?
</p>
]]></description><guid isPermaLink="false">7183</guid><pubDate>Sun, 19 Mar 2023 22:29:24 +0000</pubDate></item><item><title>adjust ORM composite using GIMP</title><link>https://torque3d.org/forums/topic/6878-adjust-orm-composite-using-gimp/</link><description><![CDATA[<p>
	So , I just posted this pic in a recent question concerning a very dark shadow in my lev
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.83" height="347" style="height:auto;" width="600" data-src="https://i.ibb.co/RDsk3X8/dark-Shadow-Iss-003-DJPG.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	I decided that the white coming from the terrain material is too intense and wet looking .
</p>

<p>
	I created the composite with materialize but for the quick adjustment Ill use GIMP
</p>

<p>
	I open the composite map in GIMP to adjust the green(roughness) and blue(metalic) channels
</p>

<p>
	using GIMP just select ' channels: in the layers window , you can see it in the image below
</p>

<p>
	This image shows the green channel is selected and isolated . I used brightness/contrast to raise the brightness of this green(roughness) channel , raising the roughness which appears softer . did basically the same with the blue(metalness) but instead I darkened the color of the blue channel , lowering the metalness , again causing a softening effect . in the image here is the adjusted material .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="58.25" height="466" style="height:auto;" width="800" data-src="https://i.ibb.co/xHt7HZ2/grassy-ORMadjust-A.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	the previous and next images are with a sun elevation 20
</p>

<p>
	some other sun angles looking forward and behind .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.81" height="296" style="height:auto;" width="512" data-src="https://i.ibb.co/71wjnQB/grassy-ORMadjust-A2.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	next 2 are 40
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.83" height="347" style="height:auto;" width="600" data-src="https://i.ibb.co/8KbCZrC/grassy-ORMadjust-B.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="58.00" height="348" style="height:auto;" width="600" data-src="https://i.ibb.co/vhr4D8r/grassy-ORMadjust-B2.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	next 2 at 80
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="58.00" height="348" style="height:auto;" width="600" data-src="https://i.ibb.co/br65RH3/grassy-ORMadjust-C.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.67" height="346" style="height:auto;" width="600" data-src="https://i.ibb.co/WF1nsj2/grassy-ORMadjust-C2.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	sun elevation 150 over a hill
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.50" height="345" style="height:auto;" width="600" data-src="https://i.ibb.co/VQmdMGv/grassy-ORMadjust-D.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	well , just coll I think . have a nicey <span>:)</span>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">6878</guid><pubDate>Sat, 28 Jan 2023 00:24:14 +0000</pubDate></item><item><title>having Imposters issue 4.01</title><link>https://torque3d.org/forums/topic/6732-having-imposters-issue-401/</link><description><![CDATA[<p>
	sorry to bother you all again but , Im experiencing weird behavior in 4.01 concerning the imposters that are being generated from the shape editor .  I have tried a few different settings with poles angles etc. and cant get a satisfactory result . The defaultTree imposter is the one farthest back , the big white border on the bottom of the image has been the problem . Ive pasted files directly from other folder which are behaving correctly but when I import the dae it generates these imposters . Any idea ? thank you .
</p>

<p>
	<img alt="spacer.png" class="ipsImage" data-ratio="57.88" height="463" style="height:auto;" width="800" data-src="https://i.ibb.co/R9c5ZWB/imposter-Issue-001b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	this is a copy and pasted defaultTree which works great in 3.9
</p>

<p>
	fyi , a couple buildings from free3d , a couple AfricaSavanna bushes , some older t3d terrain tiles , some freePBR terrain tiles (cant see them well) , and , Im making the aptera in blender 2.79
</p>
]]></description><guid isPermaLink="false">6732</guid><pubDate>Thu, 12 Jan 2023 01:45:05 +0000</pubDate></item><item><title>Hardware Skinning</title><link>https://torque3d.org/forums/topic/8-hardware-skinning/</link><description><![CDATA[<p>I've been working on a Hardware Skinning branch ( <a href="https://github.com/jamesu/Torque3D/tree/ts_hw_skinning_mk2" rel="external nofollow">https://github.com/jamesu/Torque3D/tree/ts_hw_skinning_mk2</a> ). This implements hardware accelerated skinning via a vertex shader. Summarizing the capabilities...<br /></p><p><br /></p><p>* Skins with 4x3 matrices allowing for around ~70 active bones in DX9<br /></p><p>* Allows for 4 or more bones per vertex (limited by how many attributes you can pack into a shader)<br /></p><p>* Up to 255 addressable bones per mesh (subject to API limits)<br /></p><p>* Can fallback to software skinning.<br /></p><p><br /></p><p>There's currently a problem with mixing rigid and skinned meshes (really need to use separate or offsetted buffers here), and also a weird issue with the first person weapon model. Hopefully should get these issues fixed soon ready for a PR.</p>]]></description><guid isPermaLink="false">8</guid><pubDate>Wed, 04 Feb 2015 10:09:22 +0000</pubDate></item><item><title>Sky/clouds blue separation area</title><link>https://torque3d.org/forums/topic/1559-skyclouds-blue-separation-area/</link><description><![CDATA[<p>Im working on getting skybox like clouds (without skybox due to TOD) by using Cloud Layer. A thing that occurs is that i cant seem to get the clouds visible towards the horizon, theres always this blue area in between the clouds and the ground. Anyone know how to adjust/remove that? Not connected to fog as far as ive tested.<br /></p><p><br /></p><p>Using the image from the documenation:<br /></p><p><br /></p><p><img alt="AdvCloudAdded.jpg" data-src="https://torque-3d.readthedocs.io/en/latest/_images/AdvCloudAdded.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">1559</guid><pubDate>Wed, 05 Aug 2020 09:07:27 +0000</pubDate></item><item><title>windows transparency</title><link>https://torque3d.org/forums/topic/1551-windows-transparency/</link><description><![CDATA[<p>I have an issue trying to get transparent levels to work in my game level.  I want to create windows in my buildings.<br /></p><p>I'm using Gimp to create the textures,  Trenchbroom and Constructor to create the levels, and finally TGE 1.4 for the game!</p>]]></description><guid isPermaLink="false">1551</guid><pubDate>Wed, 15 Jul 2020 04:10:30 +0000</pubDate></item><item><title>alpha issue #2</title><link>https://torque3d.org/forums/topic/1547-alpha-issue-2/</link><description><![CDATA[<p>as this is my second post concerning an alpha issue (I guess) , causing a slightly distractive , not exactly pretty result . I dont understand it , The issue is related to the use of a volumetric fog . Ive tried different settings and images and as with the last issue , which was about seeing through the water color through the transparent areas of the foam images , I cant resolve it . Any ideas or comments ? thanks<br /></p><p><br /></p><p>the scene without the volumetric fog .<br /></p><p><img alt="Particle-Alpha-Iss003.jpg" data-src="https://i.ibb.co/2vMhNMh/Particle-Alpha-Iss003.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>the scene with the volumetric fog . I used the volumetric fog because of the nice resulting fog height compared to the atmosheric height setting .<br /></p><p><img alt="Particle-Alpha-Iss000.jpg" data-src="https://i.ibb.co/1v6Lk7b/Particle-Alpha-Iss000.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>a closer look at the fire/smoke particles against the volumetric fog<br /></p><p><img alt="Particle-Alpha-Iss001.jpg" data-src="https://i.ibb.co/hdywGpC/Particle-Alpha-Iss001.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>a closer look at the larger smoke particle against the volumetric fog<br /></p><p><img alt="Particle-Alpha-Iss002.jpg" data-src="https://i.ibb.co/6wfgYGt/Particle-Alpha-Iss002.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">1547</guid><pubDate>Mon, 06 Jul 2020 03:01:11 +0000</pubDate></item><item><title>SUBSTANCE PAINTER open source alternative: ArmorPaint</title><link>https://torque3d.org/forums/topic/1493-substance-painter-open-source-alternative-armorpaint/</link><description><![CDATA[<p><a href="https://armorpaint.org/" rel="external nofollow">armorpaint.org</a><br /></p><p><br /></p><p>AqHl-q45UbU </p>]]></description><guid isPermaLink="false">1493</guid><pubDate>Wed, 26 Feb 2020 02:00:28 +0000</pubDate></item></channel></rss>
