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PuG's Forum Posts

Thread Post Date Posted
Can't import model from collada format with armature are you parenting the mesh to the armature? in object mode select your model, then shift select a bo... read more 03/17/2010 (12:22 am)
blender 25, collada UV distortion Solved, the current exporter is shunting out the uv array in X, Y, where T3D requires S, T! So y... read more 03/14/2010 (12:04 pm)
blended weight maps, collada thanks you answered my question :) not the old LW2DTS exporter (and someothers) use to only support ... read more 03/04/2010 (2:59 pm)
Full time 3d Modeller job for simulation company Hi, certaintly interested in the posting - experienced 3d artist capable of producing a full range o... read more 05/11/2009 (6:56 am)
Need to create some visuals for cut scenes Is their any further information available on the cut scene requirements? (brief, storyboard etc?). ... read more 02/16/2009 (1:14 am)
TGEA 1.7 Beta Atlas? Hi Matt, yes. Sorry Steven, not sure.... read more 04/02/2008 (11:15 am)
TGEA 1.7 Beta Atlas? Hi Bill, no I use Grome. Thanks for the link (had lost the thread!)... read more 03/29/2008 (12:29 am)
TGEA 1.7 Beta Atlas? Ok, the debug build comes up with [b]Allocating a Frame Temp with less than one instance[/b] in engi... read more 03/28/2008 (3:51 am)
TGEA 1.7 Beta Atlas? No doesn't appear to. It still hangs on loading objects, even with Lightmap Dimension set to zero. :... read more 03/28/2008 (3:39 am)
TGEA 1.7 Beta Atlas? Exactly the same issue, so I wonder whether its working at all. If I compile with the latest EXE and... read more 03/27/2008 (6:44 am)
TGEA 1.7.0 Beta1 feedback Looks like their also working on converters to move Legacy to Atlas :) but still not yet managed to ... read more 03/24/2008 (1:47 am)
TGEA 1.7.0 Beta 1 Bug (Maybe) - Atlas Problems Same here, with lightmap dimensions set to 0 it either won't load or comes up with lovely blue squar... read more 03/23/2008 (4:49 am)
TGEA 1.7.0 Beta1 feedback Just tried the latest beta, looks good! only problem im having is when I use Atlas2 it sits their pa... read more 03/22/2008 (10:46 am)
Surface smoothing (phong shader) Ive just tried the previous version of the export and the problem still persisted...... read more 03/18/2008 (12:54 am)
Grome Editor with support for TGEA Hi Barry, Grome at the moment won't compile straight to Atlas, but outputs files are Atlas ready alo... read more 03/14/2008 (6:57 am)
Mission/Map workflow questions Right, first to clarify, though Atlas2 *could* support overhangs & cliffs it doesn't as your still l... read more 03/03/2008 (1:23 am)
Detail Texture on DTS shapes Thanks, suspect its not worth the time. Regards,... read more 03/03/2008 (1:06 am)
Baked ambient occlusion Well I know on the forums somewhere theirs reference to a gentlemen extending the 3DMax DTS exporter... read more 02/29/2008 (2:49 am)
Torque Rotation, convert from Euler. Sorry, im not the one coding it myself you see (hence the vague question). Ok, well the program w... read more 02/28/2008 (9:26 am)
Baked ambient occlusion Well worth doing even without cool art :) im sure it would make allot of people rather happy. If you... read more 02/28/2008 (12:19 am)
Ambient Occlusion Shader (bent-normal) Right, ok - I think I can see what your poking at 8-( [quote]The AO technique (AO for Ambient Oc... read more 02/28/2008 (12:12 am)
Torque Rotation, convert from Euler. No other help? it is for a tool thats going to be released to the community as soon as the rotation ... read more 02/27/2008 (11:46 pm)
Ambient Occlusion Shader (bent-normal) All it does is adjust the diffuse on certain areas of the models to make it darker, I don't see how ... read more 02/27/2008 (12:16 pm)
Ambient Occlusion Shader (bent-normal) Right, as I said, no good at HLSL :) - so how could you do static AO then? I assume it still has to ... read more 02/27/2008 (11:54 am)
Ambient Occlusion Shader (bent-normal) Im not sure I fully understand what you mean Picasso?... read more 02/27/2008 (11:46 am)
TGEA new update terrain system Ive never seen Dekker's terrain system before for TGEA? does look impressive :) As for both Grome... read more 02/27/2008 (11:35 am)
Where the create lighting info is stored? Two different things, a dynamic light within Torque is defined in a datablock and is realtime, any l... read more 02/27/2008 (11:17 am)
Torque Rotation, convert from Euler. Thanks will go through it, well its in a standalone app, so C++. We're struggling on two of the fou... read more 02/25/2008 (2:46 am)
Atlas.h & Fade :) thanks, (sorry the forums have stopped sending notification emails!) - now just need some shader ... read more 02/18/2008 (12:34 am)
Atlas.h & Fade Thats a 4000 meter view distance which I agree is excessive and beyond standard FPS's, but even if y... read more 02/07/2008 (9:41 am)
Atlas.h & Fade Well it seems bizarre that who ever wrote the shader thought it was a good idea of dropping three of... read more 02/07/2008 (6:40 am)
Atlas.h & Fade The detail texture is faded in its own HLSL file, from which you can adjust the range/contrast etc. ... read more 02/06/2008 (11:39 pm)
Atlas.h & Fade Hi Bob, probably right in regards to it being hardcoded, but then why the atlas.h definitions? also... read more 02/05/2008 (11:54 pm)
8 textures for Atlas working No, sorry you seem to be missing the question :) Do both PNGs together come to a total of 255?... read more 01/30/2008 (11:16 am)
8 textures for Atlas working Hi Bob, no its for a new exporter plugin due out start of next month, and as you've done this resour... read more 01/30/2008 (10:06 am)
8 textures for Atlas working :) right sorry to be a pain but: just to clarify - each opacity must be normalised individually ... read more 01/30/2008 (12:45 am)
8 textures for Atlas working So, just to clarify :) (sorry its for an Atlas exporter plugin) that each opacity must be normalised... read more 01/28/2008 (12:35 am)
8 textures for Atlas working Quick question, do both opacity textures have to be normalised together to come to 255, or each sepa... read more 01/27/2008 (1:01 pm)
Overly bright Atlas terrain @Henri - their you go! its working as it should I believe, comes to a total of 255. Still would l... read more 01/27/2008 (1:57 am)
Overly bright Atlas terrain Right, I tried using all four layers, R,G,B,A and still the same issue but not quiet so bright as G,... read more 01/27/2008 (1:35 am)
Overly bright Atlas terrain Thanks for the replies! I think what Henri suggested on the the problem makes sense, will try it out... read more 01/26/2008 (2:20 pm)
Overly bright Atlas terrain Whats getting me is its fine from LD3T, but only occurs when I edit my own Opacity maps - problem is... read more 01/25/2008 (10:45 am)
Overly bright Atlas terrain Thanks for the quick reply. Its all stock, this is what my opac looks like: [image]http://www.... read more 01/25/2008 (3:46 am)
8 textures for Atlas working Hi Bob, just wanted to check - you mentioned in the post above you could change the number of tiles ... read more 01/24/2008 (1:57 am)
Atlas Blended? Not had a chance to compile with your resource :) will do at somepoint.. Recommend Grome Profess... read more 01/13/2008 (7:57 am)
Atlas Blended? No, from what I can tell the quality of each chunk is defined somewhere in the Clipmap - in the end ... read more 01/12/2008 (1:46 am)
8 textures for Atlas working Great work! im doing a video tutorial set for Grome which should be due out shortly - ideal software... read more 01/05/2008 (12:54 am)
New Custom Profile Item - Crash Resolved, new profiles must go at the bottom of the .cs file, or atleast below default.... read more 01/04/2008 (2:20 am)
Atlas Blended? Right ive done some tweaking tonight, and found it is controlled by the ClipMap size (atlasClipMap.c... read more 12/11/2007 (11:19 am)
Atlas Blended? Bottom of the Atlas.h file has something to with it,... read more 12/11/2007 (2:28 am)
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