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Mud-H

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Everything posted by Mud-H

  1. Not sure if related but with my work on TL I discovered that what make the selection of multiple objects very slow is the inspector which add all objects. In most case, you don't even need the inspector when selection many objects so I added a inspect multiple object checkbox or when the inspector is added, objects are not added which make selection lighting fast. But if the goal is to change variables on those objects then you need some patience :)
  2. Now I can go sleep in peace :D Was good to get back at T3D development.
  3. I just found that the editors no longer use the native MenuBar class but use the GuiMenuBar instead and it have been adapted to work like the MenuBar was. Too late to try for today but seem like my concerns are no more. :)
  4. What happened with the GuiMenuBar? It's mostly commented completly... Is there a replacement or some kind of plan about it? I used it for TorqueLab and now I have trouble to reimplement it, seem to be related to the key accelerator. Could move back to the native menu if someone can help me getting it dark :oops:
  5. I did some experiments with your BrushEditorTool and I'm not sure how it's meant to be used... If I understand it right, it's not meant to do anything as is it now, right? It's just the base for a better editor system but the existing tools need to be adapted, right? So this would allow to call existing tools function from within a single WorldEditorGui instead of having to switch the EditorGui just so it can receive the brush call. It sound like a good idea but I would need more informations about how they should be use before I can do anything with it. Anyway, I don't want to put pressure on you about that, I just want to clarify how the BrushTool should be used. I'm currently giving another development rush on TorqueLab and tought it might be used to unify the MeshRoadEditor and DecalRoadEditor. I will work on something by simply switch the EditorGui depending of what type of road is selected and later I might just switch to the BrushTool once I figured how it work.
  6. I found out yesterday that the TerrainMaterials detailStrength no longer work with the PBR branch. I'm not sure what is causing it exactly, PBR or D3D11 code, is there still a updated PBR branch without D3D11 so I can test it? Or do you have any idea what can affect the detailStrength only? detailSize, macroStrength and all other fields work fine, it's just the detailStrength. I tought it was maybe caused by my custom editor but I tried with the stock editor and I have the same issue. I'd like to find what's wrong but I have no idea about how the detailStrength is used... Could it be a local shader stuff? I made sure to have the same shaders and core than the full template.
  7. Mud-H

    callOnChildren

    Was it causing a crash? I stopped using the callOnChildren after it caused too much crash, also if I remember right it was not always working correctly when it wasn't causing crash...
  8. In case anyone is considering replying to my partner(s) request, I'm not looking for them anymore since I found some yesterday. 8-) After a nice discussion with Nils and Timmy, I decided to join the Deadly Matter project to help with scripting. I won't dedicate all my time to it now and I will keep working on TorqueLab on the side.
  9. Email sent, I'm curious to know more your scripting needs and that revise editor.
  10. Well your OpenSimEarth project seem quite interesting more than I hear about it. Your previous posts have always catch my attention but I was quite busy and in some kind of game development break phase. I will have a look at your GitHub repositories and see what I can find there. I understand about FlightGear sizing issues but is there a way to test OpenSimEarth as a FPS game? I guess I will find out by looking at your repository. Also, like you said, further discussion on the subject should be moved to an OpenSimEarth thread.
  11. That make sense because those that are in Outbox section are for a user who haven't been active since I sent him PM
  12. So maybe it get sent automatically if you are online but there"s a delay.. :?:
  13. But I just read the Pull Request guide :cry: We like each pull request to have a reasonable revision history - not too many small commits with typo fixes, for example. Sometimes, we may ask contributors to rebase large numbers of commits into a single commit before the request is pulled. Ah, I had missed the too many part. Okay I will try next time, preparing one for the PostFX scripts and manager :)
  14. Typo error found in VignetteP.hlsl Line 31: float4 base = tTORQUE_TEX2D(backBuffer, IN.uv0); Should be: float4 base = TORQUE_TEX2D(backBuffer, IN.uv0);
  15. Did you read it, it's now in my Sent Messages?
  16. Thanks for the explication, Now I understand much better. So the 3 GuiControls are independant? I was trying to use them all together... I will give it another try. Just a little tought about the guiMainEditorCtrl, I think using the Drag And Drop script system could allow to make the same stuff and with any kind of controls. I was planning to work on a Tab drag n droping system for TorqueLab in close future. For sure a coded Gui solution would be better but I'd suggest that you focus on the NodeGraph and WebGraph thing.
  17. No worry and it's now in my sent box. So it confirm that Message Sent area are readed message. Well maybe it's also related to the user seeing it in the Inbox. I will send another and go see your inbox without opening it this time.
  18. I bought a Building Kit from Unity Assets Store few months back for very cheap. I got what I paid for, the modelling was quite good but all the building used a single Atlas with a very low resolution... Anyway, no regret for the price I paid, it was more to see an example of a Town Construction Kit. And I used some of the modelling as reference to create my own parts.
  19. Sent and it's in my Outbox. Before reading it, let me know so we can get precise result. See what happen when you see it in your inbox without read See what happen when you read it but not closed yet See what happen when close it after read Also, we don't have to wait for tomorrow, we could do those 3 steps now. Go simply see the messages in your Inbox without opening it :P
  20. Yes I have been reading your posts and I was never sure what OpenSimEarth was really about. It sound like something I would like to learn more and maybe help a bit where I can. Few years ago, I was working on a WWII EnemyTerritory Mod project and I worked a level based on a D-Day town called Vierville. I spent so much time working on it that I feel like I already been there. Few months ago, I gave a try to redo the maps using some realworld data that wasn't available 10 years ago but I decided to put an hold on it since I had to learn new stuff and I was already overwhelmed. Then I decided to work unrelatic RTCW/ET style levels instead. Anyway, each time I saw your project, I was wondering if it's something that could help making a level based on real location. Like I said I don't know much about your project but I assumed that it take real world data to generate terrain, forest, roads, etc... Is it something like that? I'm interested to discuss a bit about your project and see if I could find something that I could help with and that I could use for future projects. I guess we should use messaging to start and see where it goes, but like I said in previous post, I have stepped back a bit about the intention of my original post so no promish here but I definitly want to learn more about the goal behind OpenSimEarth.
  21. Well my primary goal is to make better tools for my use but that I also want to share. Last year I also expand my Prototyper "Gamelab" which allow me to quickly create a prototype of any genres from the same build. So instead of having 3-4 projects for different prototypes and copying scripts between those, I simply run a single project and can switch prototype without leaving. I will try to record a little demonstration video because I'm quite proud of it but again it's built for me so not ready to be shared. To set a prototype, you simply edit a cfg file and assign the core game mode and the needed modules.
  22. Yeah they look a bit too much low-poly and low resolution but still good for prototyping.
  23. It's what I tought but just wanted to confirm. So those in Outbox mean that they haven't beed read or maybe the user haven't log in since it was sent?
  24. Could someone explain what's the difference between the outbox section and the message sent section? Some PM I send get in Message Sent list and other get in Outbox
  25. Just a little update about my issue, I think it's strictly related to TorqueLab PostFX system which I noticed it's not working well anymore, I guess there was some changes in the settings and I need to update my script. When I activate the HDR, I get weird result and once I deactivate it, I get the same result as the issue posted above. Using the standard editor went better but I still got some "Unable to compile shaders" crash when playing with materials.
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