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Everything posted by Hebblewhite

  1. Ahhh I missed that thread... thanks for the update. Problem Solved.
  2. Hi Guys, After porting some projects over to v3.9 I notice that there seems to be an issue with real time shadows. They just don't seem to render correctly. Is there a known issue in this regard ?
  3. This is excellent news. Looking forward to 4.0 which may well be the saviour of the Torque Engine... Well done guys!
  4. Any updates on a possible Binary ? :)
  5. OK cool. I'll keep an eye open for updates then!
  6. Awesome! I'm happy to test your latest build as I have access to a DK2 (but not a Vive just yet). I also own all of the licensed content in your list with the exception of AFX which I've never had a need for! *Edit* Have you by any chance played around with water volumes in your build ? They cause all kinds of render pain and suffering in the older Rift builds. If those issues are resolved in the latest DX11 stuff, it would save me a lot of trouble.
  7. Sounds great Paul! Most of my work has been with variants of the old Rift Valley build but that contains a zillion graphical issues, and makes the design process very limiting. Pain free-ish access to the latest VR blend of T3D would make life much easier.
  8. Would you be so kind as to provide a WIP project Binary ? That would be great for testing purposes!
  9. Hi Everyone! Quick question: Just wondering what the easiest way is to allow the player to freely rotate a pathCamera ? The idea is to allow the camera to travel between path nodes, but at the same time also allow free look rotational movement. Cheers!
  10. Check the console log for errors. It sounds like you have an issue somewhere in your datablock definitions.
  11. I believe Dead State was made with T3D also. There was a nice post-mortem article recently on Gamasutra: http://www.gamasutra.com/view/news/236847/Postmortem_DoubleBears_Dead_State__Controlling_scope_in_an_RPG.php Kind of sad that they basically say that in the end, they should have jumped to Unity rather than stick with Torque - but it seems a good game none the less.
  12. Well, now I know about it I can least avoid such situations in the future! But yes, I agree that the option to make a prefab should be disabled if the selected shapes already intersect or reside within an existing prefab so stop this from occurring.
  13. @Nils: Yes! That's exactly what I had... Basically several large rooms with a selection of pillars and other assets all grouped into prefabs. Definite intersections in terms of prefab boundaries. This sounds like a possible bug then...
  14. Hi Guys - thanks for the replies. Still no idea what caused the issue, but noticed that some of the prefabs had been left intact, but they had been saved in directories away from the main "prefabs" folder. Anyway, I've rolled back to a previous project version so no real harm done in the end - but I'll absolutely think twice about creating prefabs in the future!
  15. @Daniel: The prefab files themselves appear to have been eaten... the entire "Prefabs" folder from within the Shapes directory is gone... I can only think that its somehow been deleted as the result of a crash or something I did in the editor without noticing. I haven't touched the directory at all, and I've been checking through virus killer logs to make sure it wasn't removed. I've absolutely no idea why it's no longer there! Question: When creating a prefab, is it an issue if the objects are not physically touching one another or collectively greater than a set number of polys ? What else can possibly effect prefab objects (other than direct manipulation in the world editor) ? @Steve: I was thinking along those lines, but I've created much larger and more complex missions in the past and have never had anything like this happen before. I can only see the problem being something to do with the objects I made into prefabs i.e. size, poly count (although none of them were particularly heavy in that regard) etc. Either way, I'm a tad on the gutted side as it looks like I'll have to rebuild a whole section of the map.
  16. Hey Guys! (Thought I might as well register on the new forums!) Torque appears to have totally eaten all of my prefabs ???? Working with T3D v 3.6.2 with PhysX. I open the mission (it was perfect last time I worked on it), and this evening I load it up and *swoosh* every single prefab object is gone!!! The prefabs themselves still show in the scene tree, but when you select them they all appear to be physically clustered together on the map, and if I explode them the original shapes are simply not there... this is totally random and weird. I literally haven't touched anything within the project folder (no assets moved or deleted etc). All of the prefabs had unique names, and no more than 10 or so objects from the scene. Is this a known issue ? Is there some kind of cap on the number of prefabs or number of objects you can convert into a single prefab ? Has anyone experienced this before ?
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