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Everything posted by Mud-H
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I did a quick test and I'd like to know if it's fine. My personnal problem is that since I'm a frenchie, I don't know how to name things correctly sometimes. If you look on the artist page, I added a Module called: "Application Specific" and figured how to create a 3dsmax page. I have only added a link to the forum thread about the Mesh Exporter I posted. If it's a good start, I will update it with more informations by examinating how other pages are editted. http://wiki.torque3d.org/wiki:_artist-start http://wiki.torque3d.org/artist:3dsmax Any better suggestion for "Application Specific" category replacements are welcomed!
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I have a problem using the SkyLine object with the PBR branch. I think there's something changed in the PBR branch shaders that cause an issue. I tried different shaders mix from the SkyLine object and the PBR but got no luck. I got the SkyLine object to work on PBR branch with one of those mix but then the direct lighting was not working only the ambient lighting was there so the PBR materials were not reacting to any light). I'm giving up for now but I'd really like to be able to use the SkyLine with the PBR, maybe someone who understand more how shaders works can help. Here's screenshot showing the issue: http://mud-h.com/miscweb/t3dforum/Misc/SkyLineIssueOnOff.jpg (I know the road stones PBR is not set correctly) http://mud-h.com/miscweb/t3dforum/Misc/PBRWithSkyLine.jpg As you can see, it's like the SkyLine skybox is shrinked and got the alpha disabled...
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This is exactly what I was starting to think about last week (If I understand your suggestion well). So, for example, if you select a DecalRoad object in the scene tree, the DecalRoadEditor would be activated directly and you could edit the road layout without changing editors. Is it what you meant? About the whole TorqueLab thing, while working on it I have learn a lot of thing about how the editor work and if I was starting again today with what I know, I would have work on it differently. I still enjoy my TorqueLab editor very much for my personnal use but it's not developped much with a public approach, I'm simply adding stuff as I find some needs for my current works. So, I don't think I will just stop working on TorqueLab and move on a "lite" version, I think instead I would just contribute to the existing editor with a GIT branch that people could add/remove simply. I would use TorqueLab work as reference to enhance that branch while trying to keep current editor scripting standard. That way, I will get back my full freedom on TorqueLab and might start extending it further as I was planning for the after public release phase. My goal is a bit to create something similar than Unity and make it more like a project manager from which you can "edit" multiple projects at same time. Anyway, I'm just saying it quickly and It's not something that would be done in a close future but I would start thinking/experimenting in that direction. If someone have suggestion about how such thing could be done, I'd like to hear about it. Currently, the way I think it could be done is to simply make a project that work with T3D code which would be simply a project manager without any game specific stuff...
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I think the best would be to be between QuickLinks and FAQ since there's a lot of room there. It's up to you but I think having a easy to find wiki access link would create more traffic on the wiki. Also, I think clicking on the Torque3D logo (top left) should bring to torque3d.org page which also contain some valuable informations. ---------------------- For the wiki contribution, I will try to start adding some stuff to the Wiki and see how it goes.
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I don't know if it have been discussed already but I often forgot about the wiki and it contain some valuable informations (when you dig deep). I think it could be a good thing to make the wiki more "visible". Is it possible to add a link in forum header to go to the wiki page and also a forum link in the wiki header? Also, what are the rules for contributing? I was looking for an area where I could post the 3dsMax scripts I added today but found nothing about 3ds Max. I think a section for 3ds Max and Blender could be usefull, there's some T3D tutorials for both that I remember having watched a while back. Do we have the freedom to add anything and someone look at the submission and decide to publish it or not? Is that how it work? I have never participate a lot in the community I joined and I think it's time to give back because I have learn so much from the T3D community (From here and the years that we were on GG forum). But I don't know how it work to contribute also I'm affraid of adding new stuff and doing it wrong... :oops: Anyway, I'm not saying that I would fill complete sections of the wiki as I'm definitly not a good writter especially in english but I'm pretty sure I could help by providing some ressources or links that I used over the years. So can someone give me a little "Wiki Contribution 101" lesson please?
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Is there a way to make an image float? I tried some things but didn't worked...
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I have some little 3ds Max scripts that I find usefull but that don't deserve a topic. I only have one for now but I guess later I would have other simple scripts to share so I will stick to this topic for basic/simple scripts. Also if anyone have some they want to share, they could simply post about them in a reply and I would add them to the main post. I guess they should have a section to be added on the wiki but I think it's good to have them here so more people would notice them... CloneLab Very simple script that I adapted from another scripts (I will try to find it back to link original authors). The scripts is a simple object cloner in which you can set a prefix and suffix for the cloned objects. The only thing I changed was to prefill the prefix and suffix fields to clone an object as CollisionMesh. So if you clone "MyHouseA", it will be cloned as "ColMeshMyHouseA-1" in the "zCol-" layer. You can change the prefix, suffix and target layer name (If not existing a new layer will be created). It's very simple but still a time saver if you use ctrl+v for cloning and then have to rename to remove the digits added as suffix. Also, it's made to be compatible with the T3D Mesh Exporter by having the same naming convention that the exporter use to find associated Collision Mesh. http://mud-h.com/miscweb/t3dforum/3dsmax/CloneLabPreview.jpg CloneLab_v1.ms MaterialCreator Usefull script to quickly create multiple materials from image files found in a specific folder. The scripts is an T3D adapted version based on a modified version of: http://www.scriptspot.com/3ds-max/scripts/multi-map-loader . The adapted version allow to add a prefix and suffix for the new generated materials name. The base name used for the generated material is the image name and there's an option to remove the X last characters of that image name (usefull when your image sources end with a diffuse suffix.). The new materials are combined into a MultiMaterial object which is added to the current library. In my case, I used it for my project textures used by different building, I added the prefix options since I got the habit to always name my materials starting with "base". I don't use the suffix but maybe it can ben usefull for someone... http://mud-h.com/miscweb/t3dforum/3dsmax/MaterialCreatorPreview.jpg MaterialCreator_v3.ms Issues: You have to select the extension after changing source folder to see how much files are found CloneLab_v1.zip MaterialCreator_v3.zip
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The T3D Layer Exporter is very similar than the T3D Mesh Exporter, they share almost the same script. The difference is that the Layer Exporter, like it's name suggest, will export all the objects in the selected object parent layer. As I am not very familliar with MaxScript, I had to use what I knew to make it work so it's not working like most would think by selecting a layer and it will export the content. You have to select a single object inside the layer you want to export. Once the destination is set, it will be store in all Layer subobjects so you don't have to remember which object you used. Like the Mesh Exporter it will also export all Torque3d base nodes found in the scene (base01,start01,collision-1 and colbox-1 for now). You have to make sure those are visible and that the hierarchy is correctly set. The resulting OpenCollada DAE will be exported using the Layer name as filename. How it work: Select one object per layer you want to export Open the T3D Layer Exporter Dialog, the selected objects will be listed with the Layer name (this is the name used for the exported model) If it's the first time you export them or if the destination folder have change, you need to select the objects in the list and browse to the export destination. Once the destination is set, it is stored in all the objects inside the parent layer so next time you want to export the layer, you can select any object and the destination will be already set When all objects have a valid destination, you simply hit EXPORT and it will export all objects in all selected layers as single objects Options: By default the exporter will move all pivot to origin but you can disable that by checking the box: Keep objects positions (No origin) By default the exporter will always export T3D nodes found but you can disable that by checking the box: Dont include Node Structure By default the exporter won't popup the OpenCollada export dialog and will use the last settings but you can make the export prompt appear for each models by checking: Show the OpenCollada export prompt Precautions: Since 3ds Max use Autodesk COLLADA as default, you need to export something as OpenCollada before using the exporter, you only need to make it once/session. Usually I select something random, and export it as OpenCollada in default export folder over the same file everytime. I haven't find a way to set the export script to use OpenCollada always... Another important thing that could be forgotten is to make sure everything you export is visible (even the nodes) else they won't be exported. When the move to origin option is selected, the objects will be moved back to original position after export but not the collision mesh which are all at 0 0 0 position. (Planning to fix it soon) All the objects you want to export must be a direct child of the layer, they can't be in a sub layer (Planned fix in future release) Future: I have arranged it quickly for public sharing but there's some improvements that I'm planning. Here's a quick list: Allow to simply select the layer Include all the sublayers objects in the export so you can still organize your objects add the destination after the object name in list so it's easy to know the destination set for all objects. For now, you can see the destination by selecting object individually and looking in the browse text area. Allow to specify a layer that contain common things to be export with all objects. For example, you put your nodes in that layers and can add custom nodes as you need, like lights Nodes. Allowing to customize the associated name matching to be exported with the layer (EX: Export all objects containing the LayerName: ColMeshLayerName-1) Here's a video showing how it work: kFEzddTt3kA I have attached the scripts to the post. The installation is like other macro, you have to run the script once (or simply Drag and Dropping it in 3ds Max ui). Then to add a button in toolbar, you right-click the toolbar, select customize. Then you go to ToolBar tab and you will find it under category #T3DTools (The # make it list on top). T3DLayerExport_v2.zip
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I haven't tested it in older version but I guess it should work. This is the script I based my T3D version on: http://www.scriptspot.com/3ds-max/scripts/batch-man-your-friendly-neighbourhood-batch-exporter Version Requirement: 3ds Max 2010 and upwards So I guess the same requirement apply: 3ds Max 2010 and upwards
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During the last months I have create a special 3ds max exporter for T3D based on an existing batch export script called "BatchMan". It's pretty usefull for exporting models to T3D when the entire model is made with a single object in 3ds max. (Later I will post a variant I made which export the content of a layer and use the layer name for the T3D model name). The T3D Mesh Exporter will export all selected objects as single model, it will also check for standard Torque3D nodes (base01,start01,collision-1 and colbox-1 for now) and include them in the exported model. Also, it will check for a Collision Mesh that match the object name with a ColMesh prefix and -1Suffix. Example, the object to be exported is named "Crate", if you name the Collision Mesh like "ColMeshCrate-1" it will be exported with the object. How it work: Select the objects you want to export Open the T3D Mesh Export Dialog If it's the first time you export them or if the destination folder have change, you need to select the objects in the list and browse to export location. Once the destination is set, it is stored inside the MAX object so next time you open the .max file, the destination will still be assigned When all objects have a valid destination, you simply hit EXPORT and it will export all the objects individually to their destination Options: By default the exporter will move all pivot to origin but you can disable that by checking the box: Keep objects positions (No origin) By default the exporter will always export T3D nodes found but you can disable that by checking the box: Dont include Node Structure By default the exporter won't popup the OpenCollada export dialog and will use the last settings but you can make the export prompt appear for each models by checking: Show the OpenCollada export prompt Precautions: Since 3ds Max use Autodesk COLLADA as default, you need to export something as OpenCollada before using the exporter, you only need to make it once/session. Usually I select something random, and export it as OpenCollada in default export folder over the same file everytime. I haven't find a way to set the export script to use OpenCollada always... Another important thing that could be forgotten is to make sure everything you export is visible (even the nodes) else they won't be exported. When the move to origin option is selected, the objects will be moved back to original position after export but not the collision mesh which are all at 0 0 0 position. (Planning to fix it soon) Future: I have arranged it quickly for public sharing but there's some improvements that I'm planning. Here's a quick list: add the destination after the object name in list so it's easy to know the destination set for all objects. For now, you can see the destination by selecting object individually and looking in the browse text area. Allow to specify a layer that contain common things to be export with all objects. For example, you put your nodes in that layers and can add custom nodes as you need, like lights Nodes. Allowing to customize the associated name matching to be exported with the object (Like the ColMesh[objectname]-1 thing) Fix the Collision Mesh not return to original position but staying at origin instead Here's a video showing how it work, sorry for the blurry HD quality... 1t8uhx-esjw I have attached the scripts to the post. The installation is like other macro, you have to run the script once (or simply Darg and Dropping it in 3ds Max ui). Then to add a button in toolbar, you right-click the toolbar, select customize. Then you go to ToolBar tab and you will find it under category #T3DTools (The # make it list on top). T3DMeshExport_v2.zip
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I started playing with the new BaseTemplate, it look much better than before. The only things I'd change for now is the PostFX folder in data/scripts/client. Maybe there's a reason I don't know but shouldn't it be better if placed inside the core folder. How I'd like the core folder to work is that when something got changed in the template about shader/gfx/postFX, I'd like to simply be able to replace the core folder with the updated version. So, I guess I would also suggest to place the Shaders/ folder in the core folder. (But again, I don'T know if there's a reason for adding it in data folder) EDIT: As personal opinion, I would not place the datablocks file under scripts but keep them like we are used to under art. Also I started using a new system for datablocks because I hate it to have the datablock of the player for example under a different folder. My solution was to add a check for *.db.cs files when loading the datablocks, so you can place the datablock beside the art it related too. Some are still in their original place but I find it usefull for specific shape datablocks like Player, Vehicles, AI, etc. I'm not suggesting to use it for all datablock but maybe we could add a similar system in the loadDatablocks function so anyone could use it if they feel it's suitable. EX: Right before loadDatablockFiles( %datablockFiles, true ); you could add: %filePathScript = "data/art/*.db.cs"; for(%file = findFirstFile(%filePathScript); %file !$= ""; %file = findNextFile(%filePathScript)) %datablockFiles.add(%file); Also I hope I'm not out of topic... Cause I haven't read the goal of this topic which I will do now... EDIT2: Well I seem to be out of topic since I'm talking about adding scripts, right? Sorry for that, I can move it elsewhere since I think it's pretty usefull and could be add to any template/project simply.
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It seem much better than the current which I stop using because it was complex to figure how to find where a function/GUI is hiding. I could live with the proposed setup but I'm also used to my personnal setup which keep more folder in root for quick access: EX(Mostly the same as the default template but game related script and UI have been removed from core): core Containing only the real core stuff like art, GFX scripts, core GUIs like MessageBoxes,FileDialog art Containing project releated artwork scripts Containing gameplay scripts and GUIs (Even the GameCore and most scripts found in core/scripts/server) client game gui server levelsContaining levels files like starndard shadersContaining shaders files like starndard toolsContaining Tools files like standard(which can be remove with no hurt to the game) I'm used to this setup but putting art,scripts,levels and shaders in data folder could work also. I haven't examine the New Base Template seriously yet but something I hated from previous template is having some of the GUI scripts added at end of GUI files. I think it make it easier to simply at the GUI related scripts in a seperated .cs file beside the .gui file with the same name. ------------------------------- Okay, that wasn't the reason why I started this post but since you were looking for layout feedback, I gave some... The reason of my post is as I stated in my TorqueLab progress topics, I'm considering making a lite version of TorqueLab which would be based on stock editor with fewest modification possible. I'm wondering if this new base template include some Stock Editor changes, if so I guess I should use it as a starting point, unless those changes are really limited. I think I would simply run a compare betweem FullTemplate tools and NewBaseTemplate tools and see what changed. EDIT: I tried to compare with WinMerge and the only modified file is main.cs, is it right?
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Thanks for your good words! Always appreciated. Also, I have been thinking about my never ending TorqueLab project and I think it could be a good idea to make a Lite version by simply adding TorqueLab major features to the Stock Editor with fewest modifications possible. I would port the Dark UI and also some features to the stock editor so the community can use them. I think it would be much more simple than working on a full features TorqueLab release. TorqueLab also became more than a simple editor and have some features that work in relation with the game scripts which make it even harder to make a release. For example, last month I created an Ambient Group Manager which allow to store different environment objects settings into a file beside the mission files, then you can quickly change ambient in your level( SunnyDay, CloudyDay, RainyDay, Dawn, Night,etc). But most of the scripts is outside TorqueLab as it need to be accessible from the game itself... Let me know what you think about the TorqueLab Lite which would simply be the stock editor with some enhancements borrowed from my TorqueLab project. My plan would be to start with the UI and the SideBar component(FileBrowser, the VIS Settings and the Creator(which might be removed since mostly same as Stock Editor Creator). It's mostly what I was planning at start but I was facing many issue that make it hard to tweak the Stock editor but now that I know everything about it, I know some workaround to adapt it. I will start investigating the idea today and you are welcome to list some feature from TorqueLab you'd like to see in the Lite version.
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Sorry for the lack of updates about TorqueLab, I have been distracted with some learning to improve my modelling skils. I'm working on levels for a unnofficial game project called "Dark Territory" which would be used for personal Portofolio. I have no intention to make it an actual game for now. (I'm mentionning it because it will be shown in future TorqueLab progress videos.) Do you mean if I modified the Zones and Portals code? If so, then no. I only added a better way to quickly add portals,OcclusionVolumes and zones to a level. ------------------------------- About TorqueLab, I have been adding some needed features as I was working on my new art works but I still need to update the UI before they could be use by anyone so I guess I'm now further away from a eventual public release of TorqueLab. I will try to get back on track by fixing the new bugs and updating the UI so I can work on a public release. I'm sorry about it... I'd like to provide a stable release but that require a lot of work and my time is quite limited... Also, it will require to write a decent documentation which is definitly not my cup of tea.(Hope this expression work in english). Anyway, I will do my best to make it stable again and to make it available for those willing to try but at start it won't come with documentation. I will try to make most features intuitive so anyone can figure how the new features works. ------------------------------- I have record a new video about one of my favorite TorqueLab feature: The FileBrowser. It now support adding favorites folders so you can quickly access contents in the folders you frequently use. Also, I have improved a little the listing of images which can now be used as the file icons instead of generic image icon. There's also an options to only list the diffuse images (_d suffix in my case) which is quite usefull when working with the material editor automatic texture maps updates.(It check for predefined suffixes for the different texture maps and automatically add them to the material if found, so in my case, I simply drag the diffuse (_d) and the normal(_n),Smoothness(_smo), AO(_ao) and Metallic (_met) get updated directly). lc2TZ3W67x0 It's just a quick update to let you know that my TorqueLab project isn't dead... I will try to post updates more frequently from now as my modelling learning rush is mostly done.
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It's something I wanted to clarify also. I understand it's better to have a single big model instead of multiple objects making that big model but I wanted to know how worst is it to have multiple pieces and how can we make multiple pieces performance better. Currently, I'm working on a "Bunker Construction Kit" and it seem to work fine but I can't compare since I don't have a full model to compared with yet. I will try to come with a comparaison setup later using a single Bunker made of one piece VS multiples pieces. Is there any advantages to use multiple pieces for rendering? Like do the Occlusion (Zone,Portals and OcclusionVolumes) works better with single pieces? I haven't got the chance to try those on a complete building model, but does the occluding work with meshes inside. For sure, I will figured it out soon but I'd like to expand the discussion related to this thread further... Here's an example of the rendering of a Bunker built with multiple pieces using a Zone and Portal for the doors. http://mud-h.com/miscweb/t3dforum/zone/ZoneAndPortals_v1.jpg Would I got the same results if it was a Single model (including the crates and Bunker beds)? Also anyone have a good link explaning what are DrawCalls and overall mesh rendering process?
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For the first time, I started playing with the Zone, Portals and OcclusionVolume objects. They are very good tools to optimize a level with many objects but I found them quick difficult to manage using the editor scaling or the ConvexShapes conversion options so I started exploring alternate way to create them for my needs. At first, I started working on a system that would take the selected objects bounds and convert them to an occluder shape but I then figured out that I could simply use the current WorldEditor selected area bounds so I could use anything in the levels to define the limits of the Occluder shape to be created. I really like the result and I think it help a lot to create Zone,Portals or OcclusionVolume that fit precisely the wanted area, Here's a quick videos showing the initial implementation of the new system to create Occluders. Now, my plan is to work on a system that will make managing the levels Occluders easily from the SceneEditor. Instead of making extra plugins for such needs, I will work on a SceneEditor "sub-plugins" system that are adapted for specific needs. The video is an early implementation and contains some issues that I have cut-out. Also, I notice a weird issue that make the top TSStatic of a occluded shape to not render until the level get reloaded... JcNjML5pi08 It's my first experience using those Zone,Portals and OcclusionVolume from T3D so if any of you have suggestion for better usage please let me know.
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That sound good :) That will save me time to maybe get an official release someday.... Here's a new WIP video showing the SceneEditor special tools to handles TSStatic and Prefabs. Nothing there is final but I think it's a good start for those who want to work with prefab kit. I have start some work on a "Bunker Construction Kit" for a side project and the current TorqueLab progress is aimed toward easy construction kit management. The new feature I like the most is the tiny button in the File Browser that make it navigate to the selected objects folder (TSStatic and Prefabs). It's also work with the material editor so you can quickly access the active model folder to get the textures files. The "Prefab creator tool" is also quite usefull but still need some enhancements, it make it easy to create a prefab for a specific object (EX: With a single 4x4 unit floor object, you can pack it as a 8x8 unit floor with 4 models and it will be store beside the 4x4 floor model (or anywhere..)). I have also embed the drag cloning tool in the Tools section because that Popup get annoying when you only need it few times. Now if I could figure how to make a preview for the cloned objects, it would help getting the right amount of copies needed. So here's the new video, I changed the production method a bit to faster video creation using YouTube annotations. wmOaWBfcYVo Also I have removed the "Universal Scene Objects Tree" from the side bar. I didn't like it and I don't need to add unneeded complications for now. My goal for now is to adapt TorqueLab to fit with my needs, later I would make it fit for anybody needs if requested... :roll:
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Ahhh, thanks for the info about 3DS Max. I will try that. I also start optimizing my art work but since I have not much time, I have used a nice DDS Converter I found that is made for Skyrim: http://wiki.step-project.com/Guide:DDSopt . It does a nice job with an effective GUI . It have some settings but got no time to play with them... I have been looking for such tools for a while, that the only one I found with a GUI and that handle batch process effectively. Ok enough about optimization, this is not the goal of this thread... :oops:
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I will have a look at how is the CPU load next time. I'm running it in Release mode except when I want to know what crash. Release is ok or should I use something else? You answer confuse me with the "debug mode/release". Good, I will start converting all my textures to DDS, I know it's better but for "prototyping" I prefer .pngs. I'm curious to see how much it would help. Do you mean the UVW Remove "set gray" checkbox? I'm pretty sure I tried it and was still having those material, gonna try again. Thanks for your answer, sometimes those short advices save a lot of time reasearching.
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Thanks for the info. I'm trying with the LARGEADDRESSAWARE enabled to see if it fix my issue. Once the process was getting close to 1.8gb I could no longer render the T3D window, it was staying blank. I guess it's the cause of my recent issues with that big mission. Oh, what would be the memory limit with the LARGEADDRESSAWARE enabled? Do compiling to 64bit change something if it's run on a 32bit PC? :oops: Also thanks for your TorqueLab comments, I hope to get something final someday, the cleanup seem to never end... There's a lot of scripts in there... EDIT: With LARGEADDRESSAWARE enabled I still have the issue with the T3d window stop rendering. It happen when I try to maximize it, T3D render area stay same size and the maximized area is white, if I reset the size, it's still not rendering. I can still close the editor and hear my player spawned behind but nothing render :shock: That's a good thing that TorqueLab now have an autosaving feature :) Happened with memory at 1 571 500 K EDIT2: With LARGEADDRESSAWARE enabled, Got a In-Game crash this time and memory seem to be the cause: GFXD3D9Shader::_compileShader - Error compiling shader: E_OUTOFMEMORY: Ran out of memory (8007000e) internal error: compilation aborted unexpectedly Failed to initialize material 'RailA_20h_SegCrnL_ColorEffectR196G88B225_material' :idea: Anyone know how to not export those ColorEffect material from 3ds Max? --------------------------------------------------------------------------------- Now that I think about it, I'm wondering if someone know why selecting/deleting many objects is so slow. I will have a closer look soon but maybe someone have a "solution"...
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Figured out another crash cause but not sure what's happening. This mission is starting to have a lot of stuff and most of them are not optimized (Large Textures, no LOD), I think it's why it's crashing more often. In debug I got this break: GFXD3D9Shader::_compileShader - Error compiling shader: E_OUTOFMEMORY: Ran out of memory (8007000e) GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file 'shadergen:/b3b94f9fd93427e1_V.hlsl'. Failed to initialize material 'SemiRoughLargeA1_baseETRockBaseA' Happening is gfxD3D9Shader.cpp: res = GFXD3DX.D3DXCompileShader( buffer, bufSize + linePragmaLen, defines, smD3DXInclude, "main", target, flags, &code, &errorBuff, &table ); Am I hitting some kind of memory limit or something? I'm not very good in PC memory department maybe someone can help... EDIT: My game process is taking 1.8 of memory... Is it a problem? Maybe it's time to start optimizing and setting a Vis Range clipping.
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I can't find an appropriate section to start a thread in which I would list some issues I'm encountering during TorqueLab development. I'd like to use it to post about issues that I don't understand so maybe someone can help me to fix it. I think it would be better that I stick to a single thread instead of flooding the forum with many thread which in most case are useless for general T3D development. So, I would add some issues to this post hoping someone can provide me some information that can help fixing it... -------------------------------------------------------------- I'm having some freeze issues while working with the terrain editor, I'm still not sure if it only happen during a specific action but now I ran it in debug and found that it freeze there: ..\..\foundation\src\PsFoundation.cpp (268) : abort : User allocator returned NULL. This get call in loop and never exit so I have to kill the process. I never saw this before, someone know what's happening? Also how can I debug those external library issues? The callstack is unreadable for me... All I see is something about fmodex.dll but I don't get how it could be related to FMOD... EDIT: Seem to be related with PhysX but can't figure where to find that PsFoundation.cpp file to see what happen on line 268... EDIT2: I recompiled the code without PhysX and the issue is gone. Why would the TerrainEditor affect something related to PhysX?
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I'm not sure what this does but I don't think you need it. You should be able to export .DAE from MilkShape that work directly in T3D. I assume that this code would allow to render directly a ms3d object in T3D but from what I know about T3D coding, this would be a complex coding job... I will have a look at your model and try to figure why it's not exporting right for T3D.
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Ok, I think I understand what you mean and it's something I would look into once the base features are completed. I'm not very familliar with this area but I definitly want to make it easier to manage the shaders stuff. I'd like to build a node based UI for materials and shaders but I'm not sure if I will be able with my coding skills and limited time... :|
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Hmm, what you mean? Creating/Generating Custom Materials? (I haven't used those in a while but I guess they are still a thing...). If you are talking about a tool for writing .hlsl shader files, I don't think I will work on something like that. Maybe I could think about a HLSL manager in a later stage but won't be soon...
