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Everything posted by Duion
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@rlranft That was not my question, of course I know how it works, but the last detail level number is kind of irrelevant, since it is the last and it will never switch to another one below that anyway. So it could be 1 or 2 or 3 etc. That is why I asked why some people use specific numbers. I found out that there is also a nulldetail level which can be used below that, so the model will not be displayed anymore at all, but even that is pointless, since the engine has a global pref variable, which can make all models disappear below a certain pixel rate, so the last detail level number is kind of meaningless anyway. So I just use 1 now as the lowest detail level, which indeed it is.
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Well I had no idea about the bones template, so I made a wild guess, seems it has networking as well, would be weird if not, since the whole engine is build with networking by default.
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So there is your problem. I would use something else, either the full template or the new base game template if you want to hop on the latest trends, other templates are not that well supported.
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Hmm then maybe you (and me) broke it in the game. You can try doing a comparison with the full template on what is different. Sure the empty template is a lot different, but the server connection system should not be that different.
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Why does what work? All I know is that previously you could host and join multiple instances from the same machine and now with the latest version it does not work anymore. Don't ask me why.
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At some point this feature was broken, maybe with the newest Torque version 3.10 or 3.9, don't know, I only know it was broken. Don't worry networking still works fine, just not if you try to host and join from the same machine. Maybe some port is blocked or so, I did not bother to try to fix it yet.
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You need to upload them somewhere, ideally your own webspace, then you can embed them here by using the functions in the editor where you write your posts.
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HDR is not going to make things that bad, it has actually the most potential to improve visuals if used right. If you just use it slightly it is hardly going to make anything worse, but better.
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FIX: Terrain Materials WashOut Cannot Find Texture
Duion replied to Steve_Yorkshire's topic in Rendering
Using JPG is quite heretical. Another trick is to not set the file ending in the materials.cs, but just type the filename, then Torque will always use it no matter the format, unless you have the same filename in the same folder with multiple file endings, then it may get tricky. -
FIX: Terrain Materials WashOut Cannot Find Texture
Duion replied to Steve_Yorkshire's topic in Rendering
A slight hint may be, that terrain textures are handled differently than normal textures and the terrain textures are actually mapped to the base layer, not the actual material. Can you post your materials.cs? -
Just tell them to update their engine, I don't know what they broke, but it is probably no big deal to fix it.
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Torque3D also has DirectX11 support for a while now. Their techdemo is probably very old. If you cannot find the difference, the causing change is probably in the engine source code. But I don't really know what you are trying to do here.
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That one always worked for me and probably always worked in Torque, maybe BeamNG broke something or whatever version you are using.
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Yeah that slider is broken, I fixed it though, it is waiting as a pull request: https://github.com/GarageGames/Torque3D/pull/2140 It was an on/off button before, I turned it into a slider, since the default value was way too strong, now it can be adjusted very smoothly.
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Well a little more information would be helpful. PostFX settings are meant to be adjusted individually. Ideally you post a screenshot on what you want and one of where you are currently at.
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There are many pre-made functions like: function PlayGui::onMouseUp(%this){ } function PlayGui::onMouseDown(%this){ } function PlayGui::onMouseMove(%this){ } function PlayGui::onMouseDragged(%this){ } function PlayGui::onMouseEnter(%this){ } function PlayGui::onMouseLeave(%this){ } What you want is on hover, but I don't know if that exists for this class, maybe try display it onMouseEnter and end display onMouseLeave, otherwise search the code for all functions that exist and try them until you get what you want.
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Thats not so easily done. What I do is I compare the new template from the new version with WinMerge with the old template from the old version, that way I can see what is changed. In case you don't have much modifications, you can also merge the new template directly with your game.
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I just don't understand why people advertise to use currently non-functioning engines to develop games with. I tried to use some other incomplete or not tested in production engines to make a game with and I realized you will very likely hit a wall at some point where you cannot finish your project. Torque may be old, outdated, uncomfortable etc, but it has been proven to work in the past with many finished games and a finished game with a little less quality is better than an unfinished game with a little better quality.
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ForestEditor Wind And Editing Normals Info [WARNING 12mb of gifs]
Duion replied to Steve_Yorkshire's topic in Visuals
That is one of the basics in foliage modeling, you need to fill the alpha with similar colors before cutting it out and making it transparent. The effect is called a halo and I found a tool that automatically fixes your textures: https://www.reinerstilesets.de/en/programme/halo-remover/ It also describes why it is necessary and what is happening in the rendering. -
ForestEditor Wind And Editing Normals Info [WARNING 12mb of gifs]
Duion replied to Steve_Yorkshire's topic in Visuals
I always add the leaves to a vertex group, then add a "normal edit" modifier apply it to the vertex group previously assigned, so you get the leaves only and then apply a radial modifier and select an object at the bottom of the tree as point to use, I use the node "base01" as I place all the nodes at coordinates 0 0 0. You can also tweak the direction by moving the node up or down. -
He is more intelligent than you, kind of a spammer end boss.
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What is at the end of the console.log file? Is it only the world editor that does not load or the whole game?
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Yes and he added his spam links into this one, I will not quote them, since I would add them again then.
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But can you make an MMO with Godot?
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You should delete the spam links as well, you have to consider that tactic of the spammers is to copy legit posts, leave them up and later edit them with spam links, so you actually need to check all posts the spammer made, if they have been edited, if you leave them up.
