-
Posts
194 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Articles
Docs
Gallery
Everything posted by subabrain
-
Good Morning, thanks for your post JeffR! But i still dont get it to work - is there any example hlsl? i dont know why, but it still isnt working. sorry for this question but i dont get it to run :/ greetings an nice sunday! Robert
-
Hello, okay i see... but all shaders i tried where "fx" and not "hlsl" - which shaders i can use for t3d? thanks a lot and nice day ;) EDIT: Sorry - i found this now: http://www.garagegames.com/community/forums/viewthread/96607 Sorry for asking :roll: greetz Robert
-
Hello again, i found something really cool: https://www.beamng.com/threads/how-to-make-a-parallax-occlusion-mapping.9709/ here a screenshot from my own: http://i.imgur.com/TmhPfC6.jpg so i dont have to use custom hlsl shaders for this :) gn8 Robert
-
Hey, thanks alot ... ill try ;) greetz Robert
-
Hello Friends, i have a little Problem again :P i have a custom shader and want it to be shown at a shape. So i tried the following (in art/shapes/cube/material.cs): singleton Material(cube_GridMaterial) { mapTo = "GridMaterial"; diffuseMap[0] = "grid"; normalMap[0] = ""; specularMap[0] = ""; diffuseColor[0] = "1 1 1 1"; specular[0] = "0.9 0.9 0.9 1"; specularPower[0] = 0.415939; pixelSpecular[0] = false; shader = BumpCubemap; }; new ShaderData( BumpCubemap ) { DXVertexShaderFile = "shaders/custom/HLSL/Toksvig_NormalMaps.hlsl"; DXPixelShaderFile = "shaders/custom/HLSL/Toksvig_NormalMaps.hlsl"; pixVersion = 1.1; }; But it doesnt work :/ EDIT: and with the standard shaders it also doesnt work... Maybe you can help me for that - Thank you very much! Nice Weekend and Greetings! Robert
-
hi there, okay - it has nothing to do with the model (hubs) - it was a script problem ;) gn8! Robert
-
hey thanks a lot - it is what i needed :) greetz Robert
-
Hello again, i have a question as always :P so - what is the best setting for terrain painter materials - is there something for detail map or diffuse map? Thanks a lot! regards Robert
-
hi, sorry but ive set all hubs -> hub0, hub1, hub2, hub3 ... but i see the wheel but they are not turning :/ maybe you can help me - thank you very much! greetz Robert
-
okay thanks ;) i already made hubs but maybe i forgot something ... greeetz Robert
-
Hello Friends, i have a little question again... quick and simple ;) how can i get wheels turning of a wheeled vehicle? For me they dont turn - they are static :/ Thanks for answers :) greetz Robert
-
Sorry - it was the right thing but its useless for my game :/ i need to change the terrain material at lifetime on a certain position ... so i found this: http://torque-3d.readthedocs.io/en/latest/script/class/TerrainMaterial.html but i dont know how i can use it with positions? Thank you for answers ;) Greetings Robert
-
hi, thanks a lot! Yes i will read it ;) greetz Robert
-
@irei1as - Thanks a lot! but i dont know where i can find the vehicle and camera id? i tried it in the wheeledVehicle file - but wheres the camera id? Thanks a lot! greetings Robert
-
Hi there, i was thinking about to "remote control" a vehicle -> so can you control the vehicle from outside? Thanks for answers :) gn8 Robert
-
hi, now i got it -> it should look like this: function set_grass() { new GroundCover() { Material = "grass3"; radius = "200"; dissolveRadius = "50"; reflectScale = "0.25"; gridSize = "7"; zOffset = "0"; seed = "1"; maxElements = "900000"; maxBillboardTiltAngle = "90"; shapeCullRadius = "75"; shapesCastShadows = "1"; billboardUVs[0] = "0 0 1 1"; billboardUVs[1] = "0 0 1 1"; billboardUVs[2] = "0 0 1 1"; billboardUVs[3] = "0 0 1 1"; billboardUVs[4] = "0 0 1 1"; billboardUVs[5] = "0 0 1 1"; billboardUVs[6] = "0 0 1 1"; billboardUVs[7] = "0 0 1 1"; shapeFilename[0] = "art/shapes/groundCover/Grass.dds"; invertLayer[0] = "0"; invertLayer[1] = "0"; invertLayer[2] = "0"; invertLayer[3] = "0"; invertLayer[4] = "0"; invertLayer[5] = "0"; invertLayer[6] = "0"; invertLayer[7] = "0"; probability[0] = "1"; probability[1] = "0"; probability[2] = "0"; probability[3] = "0"; probability[4] = "0"; probability[5] = "0"; probability[6] = "0"; probability[7] = "0"; sizeMin[0] = "0.1"; sizeMin[1] = "0.1"; sizeMin[2] = "1"; sizeMin[3] = "1"; sizeMin[4] = "1"; sizeMin[5] = "1"; sizeMin[6] = "1"; sizeMin[7] = "1"; sizeMax[0] = "0.5"; sizeMax[1] = "0.5"; sizeMax[2] = "1"; sizeMax[3] = "1"; sizeMax[4] = "1"; sizeMax[5] = "1"; sizeMax[6] = "1"; sizeMax[7] = "1"; sizeExponent[0] = "1"; sizeExponent[1] = "1"; sizeExponent[2] = "1"; sizeExponent[3] = "1"; sizeExponent[4] = "1"; sizeExponent[5] = "1"; sizeExponent[6] = "1"; sizeExponent[7] = "1"; windScale[0] = "1"; windScale[1] = "1"; windScale[2] = "1"; windScale[3] = "1"; windScale[4] = "1"; windScale[5] = "1"; windScale[6] = "1"; windScale[7] = "1"; maxSlope[0] = "0"; maxSlope[1] = "0"; maxSlope[2] = "0"; maxSlope[3] = "0"; maxSlope[4] = "0"; maxSlope[5] = "0"; maxSlope[6] = "0"; maxSlope[7] = "0"; minElevation[0] = "-99999"; minElevation[1] = "-99999"; minElevation[2] = "-99999"; minElevation[3] = "-99999"; minElevation[4] = "-99999"; minElevation[5] = "-99999"; minElevation[6] = "-99999"; minElevation[7] = "-99999"; maxElevation[0] = "99999"; maxElevation[1] = "99999"; maxElevation[2] = "99999"; maxElevation[3] = "99999"; maxElevation[4] = "99999"; maxElevation[5] = "99999"; maxElevation[6] = "99999"; maxElevation[7] = "99999"; minClumpCount[0] = "1"; minClumpCount[1] = "1"; minClumpCount[2] = "1"; minClumpCount[3] = "1"; minClumpCount[4] = "1"; minClumpCount[5] = "1"; minClumpCount[6] = "1"; minClumpCount[7] = "1"; maxClumpCount[0] = "1"; maxClumpCount[1] = "1"; maxClumpCount[2] = "1"; maxClumpCount[3] = "1"; maxClumpCount[4] = "1"; maxClumpCount[5] = "1"; maxClumpCount[6] = "1"; maxClumpCount[7] = "1"; clumpExponent[0] = "1"; clumpExponent[1] = "1"; clumpExponent[2] = "1"; clumpExponent[3] = "1"; clumpExponent[4] = "1"; clumpExponent[5] = "1"; clumpExponent[6] = "1"; clumpExponent[7] = "1"; clumpRadius[0] = "1"; clumpRadius[1] = "1"; clumpRadius[2] = "1"; clumpRadius[3] = "1"; clumpRadius[4] = "1"; clumpRadius[5] = "1"; clumpRadius[6] = "1"; clumpRadius[7] = "1"; windDirection = "1 0"; windGustLength = "20"; windGustFrequency = "0.5"; windGustStrength = "0.5"; windTurbulenceFrequency = "1.2"; windTurbulenceStrength = "0.125"; lockFrustum = "0"; renderCells = "0"; noBillboards = "0"; noShapes = "0"; position = "354.572 -7.3566 465.621"; rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; }; } if now the function "set_grass" is called -> your groundcover will change 8-) i will experiment now a bit :) greetz Robert
-
Hello Friends, i looked for a way to get this with the groundcover http://docs.garagegames.com/torque-3d/reference/classGroundCover.html class. But i dont know how to use it correctly or how i create the object - can you help me please? Thank you very much! greetings Robert
-
Hi there, i found something really cool: http://www.custommapmakers.org/skyboxes.php there you can download custom skyboxes ready for cubemapping ;) here a little screenshot: http://die-grafiken.de/example.png its working very well :) Greetz Robert
-
Hi, okay - ill try - thanks a lot! Best Regards! Robert
-
Hello friends, i have a little question again :P i just want to ask how i can do an effect to make "mountains" in the skybox, so its like there are mountains in the background ... thanks for answers! greetings Robert
-
Hi, sorry for the delay! but the problem is, that i dont have that much knowledge to change it with c++. So i need to make it with the standard torque script - but i dont know how to change the texture from the terrain at live time. So it would be nice if you could help me :) Thanks a lot and have a nice day! Greetings Robert
-
hi there, it was not the right thing i didnt get it running. so now the same problem again - any ideas? thank you very much! greetz Robert
-
YEAH - i found something nice - https://www.garagegames.com/community/forums/viewthread/132741 - thanks for yoir answers anyway ;) greetz Robert
