Timmy01's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Deferred Shading | If i had to take another guess i would say this a part of a preparation step on the pixel data befor... read more | 07/04/2014 (6:58 pm) |
| Deferred Shading | I gotta admit i never noticed that DXT5nmSwizzle class ;-). What i presume that is doing is actually... read more | 07/04/2014 (6:10 pm) |
| Deferred Shading | Yeah i know it can, what i'm getting at is you can manually do it and get the exact same results, dx... read more | 07/03/2014 (7:23 pm) |
| Deferred Shading | Anyway back on topic, i got the terrain spec working with the new material buffers that andrew imple... read more | 07/03/2014 (4:33 pm) |
| Deferred Shading | Yes that is all 100% correct however i have seen games ship using data in the red channel before usi... read more | 07/03/2014 (3:56 pm) |
| Normals in Torque3D | The red channel thing is only for dxt5 normal maps because currently T3D doesn't support parallax wi... read more | 07/03/2014 (5:25 am) |
| Normals in Torque3D | You mean the add-in with photoshop? With photoshop (or gimp) you get your regular normal map,now ... read more | 07/03/2014 (4:50 am) |
| Normals in Torque3D | In the code whenever T3D detects a normal map using dxt5 is treats it as dxt5nm no matter what. W... read more | 07/03/2014 (4:38 am) |
| Normals in Torque3D | It is not mandatory to blank out the two channels, it just gives better results if you do. So you ca... read more | 07/03/2014 (4:27 am) |
| Normals in Torque3D | With the terrain when you use dxt5 it assumes you are using dxt5nm which is just a swizzling trick. ... read more | 07/03/2014 (1:06 am) |
| Deferred Shading | I just tested a local build adding shader support for parallax in the red channel using dxt5nm and i... read more | 07/02/2014 (10:37 pm) |
| Deferred Shading | @Andrew Robinson: What is happening with the dxt5 issue, when the terrain cell material is put to... read more | 07/02/2014 (10:13 pm) |
| Deferred Shading | Just an update on performance on my current setup (AMD 7850 2gb): The specular stuff i am working... read more | 06/30/2014 (5:27 am) |
| Deferred Shading | Agree with az, let's just keep this thread about deferred shading for now. We won't be moving on to ... read more | 06/30/2014 (3:39 am) |
| Deferred Shading | Yeah the alpha problem with the detail map is very minor, i can already think of a good work around ... read more | 06/28/2014 (6:18 am) |
| Deferred Shading | Oops edited my last post instead of posting a new one, refer to that one for reply... read more | 06/28/2014 (5:51 am) |
| Deferred Shading | Well we can't keep everyone happy lol. There is also the option of using the dxt5 swizzle trick on t... read more | 06/28/2014 (5:42 am) |
| Deferred Shading | With the spec map, it is tied into the detail texture and uses the alpha channel. With the current s... read more | 06/28/2014 (5:35 am) |
| Deferred Shading | Using deferred shading also allows us to implement a very cheap method of using grey scale specular ... read more | 06/27/2014 (10:15 pm) |
| Improving the terrain texture blending | Nice work Lukas, this will be a welcome addition when you are finished.... read more | 06/25/2014 (3:55 pm) |
| PhysX 3.x Plugin | nice work paul :-)... read more | 06/25/2014 (3:45 pm) |
| PhysX 3.x Plugin | @Paul: Updated repo with a fix for that mass problem, i didn't notice that ShapeBaseData defines ... read more | 06/23/2014 (4:18 pm) |
| Deferred Shading | [quote]Not true. Unreal does not use deferred rendering at all.[/quote] From Official UE4 docume... read more | 06/23/2014 (3:27 am) |
| PhysX 3.x Plugin | Got it working i'm pretty sure paul. using this script it's firing the echo when i drop a PhysicsRig... read more | 06/23/2014 (1:41 am) |
| PhysX 3.x Plugin | leave it with me and i'll figure it out during the week, it's mostly likely something fairly minor.... read more | 06/22/2014 (8:56 pm) |
| PhysX 3.x Plugin | @Paul: The static shape doesn't seem to fire the onCollision using the default torque physics eit... read more | 06/22/2014 (4:48 pm) |
| Deferred Shading | Another example of a big studio changing over to deferred shading is CryTek . They changed to deferr... read more | 06/22/2014 (4:22 pm) |
| Issues with Collisions. | Everything is pretty well covered above. I will say one thing though, if you can get away with it tr... read more | 06/22/2014 (4:09 pm) |
| PhysX 3.x Plugin | @Daniel: Yeah the other plugins would need support added for the script. I guess i could change it t... read more | 06/20/2014 (4:56 pm) |
| PhysX 3.x Plugin | To be fair i should also point out the bullet physics plugin by default runs a simulation of 60hz w... read more | 06/20/2014 (5:29 am) |
| PhysX 3.x Plugin | Nice, thanks Daniel. Yeah honestly physx3 is great and it's super fast. Here are some very brief res... read more | 06/20/2014 (4:55 am) |
| PhysX 3.x Plugin | @Paul: I updated to the collision filtering to include the static objects. I am going to leave it... read more | 06/20/2014 (1:58 am) |
| PhysX 3.x Plugin | Ok the tsStatic is easy enough to add. Leave the player one with me and i'll take a look.... read more | 06/19/2014 (9:43 pm) |
| PhysX 3.x Plugin | @Paul: Another repo update with better onCollision support for PhysicsRigidShape. Let me know wha... read more | 06/19/2014 (5:00 pm) |
| PhysX 3.x Plugin | Updated testing branch with the terrain per triangle material support. I have showed a video before ... read more | 06/19/2014 (5:01 am) |
| Physically Based Rendering | [quote] and unreal 4 implementation specifically as a good baseline [/quote] Gotta say i got a ... read more | 06/17/2014 (3:12 am) |
| PhysX 3.x Plugin | The problem is the player class is different to all other objects, in physics land this is not like ... read more | 06/16/2014 (10:00 pm) |
| PhysX 3.x Plugin | Thanks paul, my contributions are minor compared to some others but everyone is keen to further T3D,... read more | 06/16/2014 (3:57 pm) |
| PhysX 3.x Plugin | @Jeff: The new shape paul is talking about is in the testing branch not the physx3 branch, not co... read more | 06/16/2014 (3:38 pm) |
| PhysX 3.x Plugin | Oh yeah paul, the file nvToolsExt32_1.dll doesn't need to be shipped with the release version of phy... read more | 06/16/2014 (3:18 am) |
| Torque3D's Import System | @Daniel: Good point ;-)... read more | 06/15/2014 (10:05 pm) |
| PhysX 3.x Plugin | Hey sorry mate i haven't done sfa since last i posted here. Keep getting side tracked with other T3D... read more | 06/15/2014 (10:02 pm) |
| Physically Based Rendering | I am quite aware how to post images, take a look at my many other posts. I prefer giving people a li... read more | 06/11/2014 (2:55 pm) |
| Physically Based Rendering | Here is my own PBS work in progress for my tank viewer i make for World of Tanks, unlike world of ta... read more | 06/11/2014 (3:25 am) |
| Physically Based Rendering | It uses Big world client too. Actually wargaming bought BigWorld. Anyway World of tanks still uses a... read more | 06/11/2014 (1:49 am) |
| Physically Based Rendering | While i won't contribute another post to this thread, here are a few before/after pbs screenshots fr... read more | 06/11/2014 (12:25 am) |
| PhysX 3.x Plugin | [quote]We're having fun with it :) [/quote] The most important part :) Another nice addition for... read more | 06/10/2014 (10:29 pm) |
| PhysX 3.x Plugin | Yeah it looks like a fun quirky game (i mean that in a good way lol ). Best of luck with it all, i n... read more | 06/10/2014 (9:00 pm) |
| PhysX 3.x Plugin | Hey awesome stuff, downloading now to have a play around.... read more | 06/10/2014 (8:41 pm) |
| PhysX 3.x Plugin | Also for anyone interested i have created a new branch physx3_vehicles [url]https://github.com/rexti... read more | 06/10/2014 (6:48 pm) |