Made several improvements to the Torque3D color picker including adding a hex field and HSB. Other changes include Hue and Blend pickers moving to current value when you change any fields and much more.
This resource lets you call a function to change the color picker cursor based on a color rather than a position. It could be useful for changing the color picker to the last color value as well as other things I am sure.
This resource adds a visual queue for guiTextEditCtr's when you enter in a bad value. It will also add script calls so you can check values in script and then queue the render when it's invalid or turn it off when it's valid again.
This resource adds several color conversion functions that you can use in both engine and script. It requires changing the color class as well as adding in some stuff in consoleFunctions.
The round function in Torque3D doesn't let you specify decimal places this adds that functionality. I simply change the mRound function a bit as well as allow it to be called in engine code (c++).
Garage game missed some pretty useful console types such as Point3I, but somehow got Point3F so here is a resource to add more in.
As promised, here is my resource for implementing a simple master/listing server using only PHP and MySQL. This will work on pretty much any web hosting provider!
Reflection Grid is a complete game tutorial where all the steps and code examples are fully explained; reader will know what they are doing and why. Beginners will benefit from the thoroughness of the guide, while advanced users will master its techniques for use in their own projects.
Have you ever deleted a material in T3D and had that material's assignment mysteriously jump to another material? I found a fix. What happens is the deleted material assignment gets dropped to the next lower material. What I've done is created a rule that material 0 is default and anything in use by a deleted material gets reassigned to that.
Here's a resource to add a minimum slope configuration option to the groundcover feature in T3D 1.2. I find it useful as a way to keep grass off roads, plus it provides an easy and completely procedural means of diversifying ground cover for variety.