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George Rolfe's Forum Posts

Thread Post Date Posted
Why is legacy terrain still developed? Tobias there are 2 ways of dealing with the stretching: 1) Allow conversion of a 3D file with uni... read more 04/07/2008 (10:01 pm)
Different terrain editor found for Atlas2 terrains It's been "coming soon" for about 2 years! But seriously, the existing version is excellent. Rivers ... read more 03/28/2008 (7:05 pm)
Different terrain editor found for Atlas2 terrains Last time I checked it (I bought this when it first came out and have used it fairly extensively) it... read more 03/26/2008 (8:52 pm)
Which Terrain? I wonder if it will take my 1000 x 707km terrain (61x43 blocks of 4096 heightmaps)... Probably not!... read more 03/19/2008 (5:02 pm)
TGEA 1.7.0 Beta1 feedback Holy crap, that's awesome Tom, I hope we see that code soon!... read more 03/19/2008 (5:02 am)
Which Terrain? Since this post, the following have changed: -L3DT now supports blended terrains -Grome has an atl... read more 03/19/2008 (4:43 am)
Why is legacy terrain still developed? Alright, vector displacements can't do caves, but it can do overhangs and such, check this out (done... read more 03/19/2008 (4:02 am)
Why is legacy terrain still developed? I really hope that at some point, there is an obj to atlas converter to allow for conversion of any ... read more 03/19/2008 (3:47 am)
Why is legacy terrain still developed? Fair enough.... read more 03/19/2008 (12:11 am)
Multiserver communication problem The tech they used for MoM is freely available, maybe it helps? [url]http://www.mmoworkshop.com/t... read more 03/17/2008 (5:45 pm)
Shader limits? This forum is dead? News to me!... read more 03/05/2008 (3:45 am)
Mission/Map workflow questions For the mission exporting, all they need is translation of the functionality that's already in Grome... read more 03/05/2008 (3:31 am)
Mission/Map workflow questions Also, I'm surprised some of these heightmap programs haven't looked into using vector displacement m... read more 03/04/2008 (6:11 pm)
Mission/Map workflow questions Yeah I looked at Grome, and i'll most likely splash out the money for it if they support more torque... read more 03/04/2008 (6:10 pm)
Baked ambient occlusion I can't really think of many engines that bake AO to lightmaps. Source (HL2) calculates and bakes... read more 02/29/2008 (4:39 am)
Baked ambient occlusion Like this, where the one on the left is straight directional light/ambient, and the one on the right... read more 02/29/2008 (2:19 am)
Baked ambient occlusion I'm new to torque, but i'm pretty sure I understand ambient occlusion (I do CG stuff, i use AO every... read more 02/29/2008 (2:08 am)