Game Development Community

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)