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Duion

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Posts posted by Duion

  1. @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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. Found something interesting;


    The colour of your alpha affects how the leaves look - probably due to the edges getting rendered, however it also effects the overall colour/look when alphaRef is very high.

    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.

  9. 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.

  10. Yes...I also noticed that it is not up to date :)...I wish the Torque engine to make the big changes right to implement as well as more users because the Torque engine is also a great engine but now I'm just creating projects faster and much easier in the Godot engine.

     

    But can you make an MMO with Godot?

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