Andy Wright's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Parallax, is it worth it over specular ? | Im currently at work and on my phone. I'll do some test screenies when I get home in a couple of hou... read more | 08/22/2013 (4:18 am) |
| Parallax, is it worth it over specular ? | Is there anyone out there that would want to work on this even if its as a secondary build, id like ... read more | 08/21/2013 (2:40 pm) |
| Parallax, is it worth it over specular ? | Currently we have parallax on terrain, and no specular, back in the beta phases of t3d the decision ... read more | 08/18/2013 (4:53 pm) |
| T3D's Terrain Texturing "Concept" | Not entirely, ive sometimes created multiple diffuses like that for the same heightmap, then merged ... read more | 08/17/2013 (6:24 pm) |
| T3D's Terrain Texturing "Concept" | the diffuses for that method are usually 2048 or 4096, I use the same method myself with maps from g... read more | 08/16/2013 (5:24 pm) |
| One major bug keeping me away from T3D | Well, the only time ive seen anything similar in torque is from before occlusion volumes were fixed ... read more | 08/16/2013 (2:46 pm) |
| T3D's Terrain Texturing "Concept" | Ive always gone with a mix of highpass and manual desaturation. unfortunately you cant just batch ev... read more | 08/16/2013 (12:24 pm) |
| T3D's Terrain Texturing "Concept" | Macro and Detail textures multiply with eachother too, if you have two of the same texture for detai... read more | 08/16/2013 (11:31 am) |
| Parallax, is it worth it over specular ? | I dont Kory, not on a terrain anyway, the way it should be calculated, all I have done is put a tran... read more | 08/14/2013 (3:47 pm) |
| Parallax, is it worth it over specular ? | yeah but having a mix of materials on a terrain where you have some with spex and some with parallax... read more | 08/14/2013 (1:40 pm) |
| Parallax, is it worth it over specular ? | Yeah i remember tom spillman talking about it, and they opted for parallax over specular when initia... read more | 08/14/2013 (10:07 am) |
| Parallax, is it worth it over specular ? | well yes, there is always that possibility, but people will just have to understand that theres a po... read more | 08/14/2013 (6:49 am) |
| Parallax, is it worth it over specular ? | Depends on the art style for what youre trying to achieve, youre right though, even normals arent al... read more | 08/14/2013 (6:48 am) |
| mesh road vs decal road | you could try placing a single decal to be a crossroad or junction, and latch the decal spline road ... read more | 08/10/2013 (7:38 am) |
| Improving the terrain texture blending | more people do it now than they used too, but its definiteley the way to go with terrain texturing... read more | 07/29/2013 (1:05 pm) |
| Improving the terrain texture blending | Konrad did post the technicals somewhere about the material accumulation shader in the sahara pack, ... read more | 07/29/2013 (12:56 pm) |
| Improving the terrain texture blending | Yeah thats true, and i understand where youre coming from, but we do have to be sensible and take in... read more | 07/29/2013 (12:01 pm) |
| Improving the terrain texture blending | er, its more work (code) for the same result isnt it ? (and its a displacement map)... read more | 07/29/2013 (11:45 am) |
| Improving the terrain texture blending | the issue with specularity on terrain was the amount of passes already going through to render it, i... read more | 07/29/2013 (10:27 am) |
| No client for Torque 3D after how many years...? | This threads turnin into a classic, been a while since i saw one here lol... read more | 07/28/2013 (8:14 pm) |
| Splitting the forest editor? | hold up Duion, I opened one earlier, its not binary, look at it, it looks to be coordinates and rota... read more | 07/28/2013 (2:38 pm) |
| Splitting the forest editor? | Duion, having thought about this more, its a bit of a moot point as it is not just the forest editor... read more | 07/28/2013 (10:05 am) |
| Improving the terrain texture blending | Ok well, i know its from what i guess is now considered an ageing game, but i knew i saw this somew... read more | 07/28/2013 (3:57 am) |
| Splitting the forest editor? | got it in one there frank. use the managedItemData/brushes just for saving your 'tools' so makin... read more | 07/27/2013 (8:09 pm) |
| Splitting the forest editor? | I see your point, and even though its more of a game feature rather than a engine feature, its somet... read more | 07/27/2013 (4:14 pm) |
| Git for ABSOLUTE dummies | Added it as a resource anyway, although its currently in the blogs section ?... read more | 07/27/2013 (7:14 am) |
| Mega-Terrains...? Are they viable? Do they exist? | Look at occlusion blocks if thats what you were thinking for with those zones. Although they will st... read more | 07/27/2013 (7:10 am) |
| Git for ABSOLUTE dummies | Ok, still a self confessed idiot when it comes to using GIT, Although i finally got there with getti... read more | 07/27/2013 (6:44 am) |
| Mega-Terrains...? Are they viable? Do they exist? | Youre reading on the wrong kind of zones there Dwarf King, those zones are from DIF interiors, there... read more | 07/27/2013 (6:39 am) |
| Mega-Terrains...? Are they viable? Do they exist? | Terrain master's a paging system chris is working on from satellite data 'MegaTerrains' in the TG... read more | 07/26/2013 (7:03 pm) |
| Splitting the forest editor? | well yeah, ok i see your point, currently you would have to merge them, add the new datablocks for t... read more | 07/25/2013 (8:59 am) |
| Splitting the forest editor? | Create a new brush or element for each level youre working on, even if its a duplicate of the same t... read more | 07/25/2013 (8:25 am) |
| Improving the terrain texture blending | And again... If thats the scenario, why does any programmer ever try everything. I'm pretty sure ... read more | 07/23/2013 (2:22 pm) |
| Improving the terrain texture blending | Yes but Duion, presuming everyone does something just because you do it is a major folly and reeks o... read more | 07/22/2013 (2:31 pm) |
| Improving the terrain texture blending | You will only have the height information in the alpha channel if you are using parallax, and to be ... read more | 07/22/2013 (1:36 pm) |
| Improving the terrain texture blending | well rather than adding in another texture to read for the height, it should be possible to do somet... read more | 07/22/2013 (10:12 am) |
| Collada texture issue | What version are you running ? Check your materials.cs file to see if there is a random stray ; or a... read more | 07/16/2013 (2:19 pm) |
| Any way to have normal maps with light maps? | Is tone maps what you want ? http://www.garagegames.com/community/forums/viewthread/133709 Set t... read more | 07/15/2013 (3:37 am) |
| Ground Cover doesn't take into account terrain rotation | Yeah its always done it, it also doesnt take into account holes in the terrain. and it covers thin a... read more | 04/14/2013 (10:09 am) |
| How Torque 3D is graphically challenged | lol thanks, havent done anything in quite a while, had health issues that took over life a bit too m... read more | 04/08/2013 (3:21 pm) |
| How Torque 3D is graphically challenged | yeah that got toned down once i did some spec maps for the textures and sorted out the normals so th... read more | 04/08/2013 (3:12 pm) |
| How Torque 3D is graphically challenged | Do you mean on a performance level for using tonemaps ? That lightings possible with dynamic point l... read more | 04/08/2013 (2:59 pm) |
| Terrain Border possible solution? | You might find the colision a bit more reliable if you just used dts cubes/plans with a transparrent... read more | 04/03/2013 (1:27 am) |
| Help... T3D's terrain rendering (Black Line on Border) | oh you star, if this works, thats awesome.... read more | 01/12/2013 (3:00 pm) |
| Help... T3D's terrain rendering (Black Line on Border) | go to the starter plain desert terrain in the standard examples. find a part of the edge that has th... read more | 01/12/2013 (11:33 am) |
| Help... T3D's terrain rendering (Black Line on Border) | I'll give it a go but i think thats what i did a few months back, which yes stopped the edge of the ... read more | 01/12/2013 (10:52 am) |
| T3D's "fizzle" fade | but its on the lod, so the material can be controlled at a distance, where youre not likely going to... read more | 01/07/2013 (5:20 am) |
| Smooth Grass Texture Transitions? | its not double, its quadruple. if you have say a 1024 heightmap at 1 meter per pixel, and go upto a ... read more | 01/05/2013 (12:10 pm) |
| Smooth Grass Texture Transitions? | create a second terrain material, the same as the one for the town, and set it to use the same folia... read more | 01/04/2013 (4:51 pm) |
| Removing unused materials from a materials.cs? | What I do is probably the difficult way of doing it, cause thats how i roll... but i move my materia... read more | 11/28/2012 (2:12 am) |