I took a break from web design and played with a prog. called mapZone -a jaw-dropping texture creation tool. Haven't played with it 'till now, but it is amazingly powerful: it rocks all OVER genetica. Here are some free mesh road textures created with it.
Author JR Wilde Date 10/06/2013 (9:29 am) Comment 3 comments
Re-enables buoyancy from vanilla Torque 3D, the velocity z force that pushed the player to the surface of the water.
Author Glenn Bermingham Date 08/21/2013 (9:22 am) Comment 4 comments
Presents a script that creates an action map implementing all the inputs available from a game pad. This script is useful for testing a gamepad and determining which physical button corresponds to which T2D MIT event.
Author Michael Smith Date 08/18/2013 (10:43 pm) Comment 1 comments
Simple update for the turbulence postfx to make it look more visually appealing. This works with T3D Mit 3.0 but should work even for most older versions of T3D. I didn't test back dated engines outside of Mit 2.0, but there is nothing crazy going on in this shader.
Author smally Date 07/30/2013 (10:04 am) Comment 28 comments
We are gonna need a bigger brush... Somebody one day said that they would like bigger brushes for terrain work, and recently somebody else mentioned it, so i had a play around and here we are.
Author Bloodknight Date 07/27/2013 (12:13 pm) Comment 12 comments
I little while ago I was working on an image format to help protect my art assets in T2D before it became MIT. I had plans to, at some point, add it to T3D and I have finally gotten around to it.
Author Travis Evans Date 07/17/2013 (11:53 pm) Comment 7 comments
Torque 3D writes it's temporary files locally - which is not going to happen if it's located in the Program Files directory - which may not be so great for the end user. This resource should put all temporary files like prefs in the user's documents folder.
Author Steve Acaster Date 07/01/2013 (10:03 am) Comment 11 comments
If you crouched under an object and then started sprinting or jumping your player would stand up and get stuck in the object above it.
Author Glenn Bermingham Date 06/13/2013 (6:14 pm) Comment 8 comments
No more errors pertaining to PSK when you try to build! This workaround will make PSK compatible with the final release of Torque Game Builder (1), so you can stop using that buggy 1.7.6 copy! Please note that I tested this on a Mac so all references made will be for Xcode, but it shouldn't be hard to interpret the terms into those of Visual Studio.
Author Orion the Hunter Date 06/12/2013 (9:45 am) Comment 0 comments
With this little resource you can change the coverage of a Cloudlayer from within script. It requires a small modification of the source code.
Author Richard Marrevee Date 06/09/2013 (12:41 pm) Comment 4 comments










