Duion Posted August 22, 2023 Share Posted August 22, 2023 I can see you are running on Linux because the Vertex color bug is still in there, it swaps the colors, the lighthose is supposed to be red, not purple. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 23, 2023 Author Share Posted August 23, 2023 (edited) Duion ,Im using windows 7 , is that a problem ? could using that old of an OS have any negative affects on say , running the editor in 4.xx . I think this is several items , at least 2 , from the original forest file . Im thinking that the items must be arranged as the original item list was to get them all , or , perhaps items and brushes , maybe neither , IDK but this is still pritty kwel . and I admit I didnt match my new item list carefully to the readable items at the beginning of the encrypted forest file . Anyhow , you see that I still havent figured out the imposters , if anyone knows anything about this , itd be cooolio to get passed it . and Id like to THANK YOU ALL AND WISH YOU A VERY NICE DAY ! the imported skyboxes need work . dont know why , they were just "no material' images . edited update ! . I think that just getting the brush and item file written correctly . IE EG or whatever . new SimSet(ForestItemDataSet) { new TSForestItemData(palm_01_short) { internalName = "palm_01_short"; ShapeAsset = "UEB:palm_01_short"; originalAssetName = "palm_01_short"; }; new SimGroup(ForestBrushGroup) { new ForestBrushElement() { internalName = "palm_01_short"; ForestItemData = "palm_01_short"; }; Im having to manually execute the manageddata files . and as I convolute well Im not really sure why . anyhow coolio eh Im looking forward to the ORMs quite soon I hope Edited August 23, 2023 by fLUnKnhaXYU update Quote Link to comment Share on other sites More sharing options...
Duion Posted August 23, 2023 Share Posted August 23, 2023 My mistake, you are running OpenGL, which causes the vertex colors bug, I just associate OpenGL with Linux. Why don't you just copy over the files like forest etc? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 23, 2023 Author Share Posted August 23, 2023 I'm trying to get to exactly that level of proficiency ...............not quite there . Id say . ...................have a nice day tho Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 25, 2023 Author Share Posted August 25, 2023 Quote Link to comment Share on other sites More sharing options...
Duion Posted August 26, 2023 Share Posted August 26, 2023 The sky and water feel a bit more realistic with the new PBR, the other assets are probably not well adjusted yet. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 27, 2023 Author Share Posted August 27, 2023 well , Hi again , hope your well , everyone . about everything here is sporting an ORM , mind you they're mostly 'one easy button' quickies . Quote Link to comment Share on other sites More sharing options...
Duion Posted August 27, 2023 Share Posted August 27, 2023 I keep spotting old bugs, maybe you can report them, since many of our "authorities" refuse to listen to me occasionally. Look at the first image at the horizon there is a blue line while everything else is white, thats a bug, I think thats the fog layer that gets calculated wrong in some way so it gets darker instead of brighter, I reported this years ago as well as the vertex color bug on openGL you can see on the lighthouse, switch to directX render and see it will be red white again. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 28, 2023 Author Share Posted August 28, 2023 (edited) a little tweaking of couple of those orm which were generated by materialize 2017 . I did the DX thing to see the pretty red lighthouse . a little adjusting of detail file strengths (WIP) and saved this postfxpreset file , also (WIP) but clearly better . probably needless to say , the forest wind works nicely . some levels are crashing on mission start and some not rendering the forest , etc . So thanks for a great suggestion , I think they look quite nice and fun , Im thinking of blending up a mini bike and having at a mini bike exploration sim . getting a real pussycat swallowtail vibe . or something . well , ok then , G'Day . Edited August 28, 2023 by fLUnKnhaXYU update Quote Link to comment Share on other sites More sharing options...
Azaezel Posted August 28, 2023 Share Posted August 28, 2023 Vert color things fixed. Relevant alteration is https://github.com/TorqueGameEngines/Torque3D/pull/1074/files Quote Link to comment Share on other sites More sharing options...
Duion Posted August 28, 2023 Share Posted August 28, 2023 @Azaezel Thanks, I hope I will finally stop having to watch screenshots and videos with purple lighthouses etc. Do you have any idea what is wrong with the too dark horizon fog? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 28, 2023 Author Share Posted August 28, 2023 Duion , if you turn off relection in the water object , the line disappears . can it be that it is the fresnel effect on the water ?! Quote Link to comment Share on other sites More sharing options...
Duion Posted August 28, 2023 Share Posted August 28, 2023 No, it is a bug, it is related to the fog, the dark line is the fog height which accumulates into the distance and gets darker, but it should be bright the same as the surrounding, I think it was introduced in some update, it worked fine before. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted August 29, 2023 Author Share Posted August 29, 2023 the line is the color of the ambient scale setting in the scattersky , I posted a thread in the rendering forum . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 1, 2023 Author Share Posted September 1, 2023 notice the imposters ? what do you think ? am I missing a dimension setting or is this a problem ? Quote Link to comment Share on other sites More sharing options...
Duion Posted September 4, 2023 Share Posted September 4, 2023 I supplied the imposters files there should not be the need to adjust anything, I cannot say anything when you do not say what you did exactly. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 5, 2023 Author Share Posted September 5, 2023 Ill try the old imposters but, so far my attempts at creating a usable imposter in 4xx have been unsuccessful . skybox , I think maybe it needs to be written in a little more modern manner . or something . Quote Link to comment Share on other sites More sharing options...
Duion Posted September 5, 2023 Share Posted September 5, 2023 Skybox says no material so I guess texture is missing, its the only level I use a skybox for, its located somewhere in the art folder under art/skyboxes/ probably. Regarding the imposters I still have no idea what you are actually trying to do, normally the imposters get generated automatically, all models even have Torque3D compatible node setup I think where it says how to generate them, so it should be all automatic. Maybe it is because I removed the .dae files and imposters only get generated automatically on first import or so, but no idea, uploading the source files is still on my to do list, I think very old versions of Uebergame still have the source files, later I removed them to save space. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 6, 2023 Author Share Posted September 6, 2023 so , The shape editor actually did a great job with these . I didnt delete the old imposters , I just let the shape editor regenerate the imposters and all is OK :)! the images and asset files for the skyboxes are all there . ?? Quote Link to comment Share on other sites More sharing options...
Duion Posted September 6, 2023 Share Posted September 6, 2023 I think some imposter images were edited afterwards for better visuals and to avoid a bug, but this is another story, same goes for terrain basetexture for which I created a button to switch of auto generation. Yes asset files are all in the art folder obviously, you can just open them in the Torque3D material or shape editor and see where the path is pointing, or you can open the materials.cs files and see what is needed, but the materials.cs files are in the same folder as the assets mostly. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 11, 2023 Author Share Posted September 11, 2023 the paintball fields skybox . Quote Link to comment Share on other sites More sharing options...
Duion Posted September 11, 2023 Share Posted September 11, 2023 Whats with the skybox? Is it wrong in any way? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 12, 2023 Author Share Posted September 12, 2023 i dont know Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 16, 2023 Author Share Posted September 16, 2023 trex courtesy of free3d Quote Link to comment Share on other sites More sharing options...
Duion Posted September 17, 2023 Share Posted September 17, 2023 I don't see anything wrong with the skybox, its just a bit weird since I placed the real sun where the sun in the skybox is and then baked the shadows into the terrain base texture from that direction. You can always compare to how it looked before using the latest Uebergame version. Quote Link to comment Share on other sites More sharing options...
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