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Tom Spilman's Forum Posts

Thread Post Date Posted
[Beta 2 Bug] Terrain Block Edges and ScatterSky Sun Shadows (Fix) Fixed. Go into core\scripts\client\lighting\advanced\shaders.cs at down around line 221 make this... read more 07/27/2009 (6:13 pm)
beta 4 bug: foilage replicators rendering when player is underwater Yea... this has come up a ton of times. Having multiple bins seems like the only good solution to i... read more 07/27/2009 (4:20 pm)
Mirrors and Photorealism Crysis also has no mirrors. :) Mirrors in games are challenging... usually they design a techniqu... read more 07/27/2009 (4:12 pm)
Mac Torque 3D Beta 4: GroundCover error I think that shader has just not been ported for GL yet.... read more 07/27/2009 (4:08 pm)
Crazy Geometry happening in Beta 4 You know... we ran into this here at the office as well. The first LOD is fine... second LOD has th... read more 07/27/2009 (4:07 pm)
Fog not working properly I'm pretty sure i know what that is. Its not fogging the translucent objects because they don't hav... read more 07/27/2009 (4:05 pm)
DTS Translucency Issues Yea... Manoel is correct. Make two materials... one without transparency and one with. That should... read more 07/27/2009 (3:56 pm)
Double Feature request! @Manoel - Yea... that was one approch i was considering. Gonna be pixel shader heavy... maybe make ... read more 07/27/2009 (3:55 pm)
parallax mapping broken? AH! Found it... see the "rn" in here... [code=cpp] meta->addStatement( new GenOp... read more 07/26/2009 (7:58 pm)
parallax mapping broken? @Steve - Probably a typo in your merge. In TerrainCellMaterial::_createPass() change this line to e... read more 07/26/2009 (6:25 pm)
[Beta 3] More than 4 textures per terrain square go crazy @Jacob Sorry for the very late reply... but [url=http://www.garagegames.com/community/forums/view... read more 07/26/2009 (5:40 pm)
[Resolved] Flat Terrain No Lighting I don't think its the same bug, but maybe [url=http://www.garagegames.com/community/forums/viewthrea... read more 07/26/2009 (5:38 pm)
parallax mapping broken? Do i loose bonus points for talking a month to get to this issue? :) Ok... the fix... First in... read more 07/26/2009 (5:33 pm)
Crash on level load & terrain painter open - FIXED Hum... setting mFile to NULL in TerrainBlock constructor is a curious fix. mFile is a Resource&... read more 07/26/2009 (5:09 pm)
DTS Translucency Issues @Keith - Does that model happen to have only one texture/material?... read more 07/26/2009 (4:58 pm)
A few questions about T3D [quote]#5 Prevent weapons going through walls? I dont like to move the weapon forth and back to avoi... read more 07/25/2009 (10:49 pm)
Anyone done any destructble buildings with PhysX yet? Ah... makes sense.... read more 07/25/2009 (10:30 pm)
Double Feature request! Hi Andrea. [quote]1 - Scattersky[/quote] We've found its very hard to tweak the ScatterSky as we... read more 07/25/2009 (10:30 pm)
Feature request: ScatterSky settings load and save "presets" We first discussed doing a prefab system for Torque 3D like a year ago when Sickhead started working... read more 07/25/2009 (10:19 pm)
Beta 4 Bugs: Decal Bugs [quote]They tend to get culled a bit too early if something is blocking about half of the view.[/quo... read more 07/25/2009 (10:14 pm)
Crash on level load & terrain painter open - FIXED @Jaimie - Try this function instead... [code] TerrainBlock* TerrainEditor::getClientTerrain( Ter... read more 07/25/2009 (10:04 pm)
Torque 3D Show Off Thread! Hey Kory. [quote]features should be in to put the engine on the same playing field as the "b... read more 07/25/2009 (3:25 pm)
Torque 3D Show Off Thread! [quote]Any chance of you guys connecting particles to materials?[/quote] Its been discussed... it w... read more 07/25/2009 (1:01 am)
Torque 3D Show Off Thread! [quote]people want the wetness shader abilities and acouple other thing[/quote] Can someone name th... read more 07/24/2009 (6:36 pm)
Instant-Replay Torque still has the old Journal system which records user and network inputs to allow for playback ... read more 07/23/2009 (4:56 pm)
In game cinematic In general yes... you need to combine animations, sound and particle effects, and camera changes to ... read more 07/23/2009 (4:51 pm)
Anyone done any destructble buildings with PhysX yet? Bullet is pretty fast... but i'm surprised to see it being that much faster than PhysX. Did you i... read more 07/23/2009 (4:49 pm)
How is rendering triggered? Hi Ian. Rendering is all triggered in GuiCavans. You can see in GuiCanvas::onAdd() that the Gu... read more 07/23/2009 (4:27 pm)
[Beta 4 Bug] No lighting on flat surfaces @Manoel - Thats an interesting observation.... something i'll be testing. So far i've not been able... read more 07/23/2009 (4:21 pm)
Terrain tunnels Its working now in our internal repo... it took a few fixed to get it back up and running. It will ... read more 07/23/2009 (3:17 pm)
Torque 3D Beta 2 Bug: Tile terrain non-functional - RESOLVED Its on my task list... just much lower priority than other stuff. I will get to it. ... read more 07/23/2009 (2:49 pm)
Suggestion: Use PHYSXSDK environment variable @Andreas - I would prefer resolving the TORQUE_PHYSX_PATH environment var at compile time, but 1. th... read more 07/23/2009 (2:47 pm)
Beta 4 - Basic lighting cause flicker in undercity Having a checkbox for each sort of assumes there is only two lighting systems.... i'd perfer a more ... read more 07/23/2009 (2:44 pm)
[beta 4 bug] Water Invisible with FullReflect On Maybe James has some ideas as there were changes between beta 3 and 4 on water. In general Quatro c... read more 07/23/2009 (2:39 pm)
How to optimize system performance on multi-core CPU? T3D has improvements over TGEA on threading, but nothing major... we're inline with most other engin... read more 07/23/2009 (2:38 pm)
Anyone done any destructble buildings with PhysX yet? Once NVidia starts talking about how APEX is gonna work hardware and license wise then i'll get exci... read more 07/23/2009 (2:32 pm)
Journal Hum... so journals are not working in windowed mode is the bug your reporting here?... read more 07/23/2009 (2:29 pm)
Reflective Decals? Yea... i think we have normal maps and lighting in general disabled on decals in beta4. I'll make s... read more 07/23/2009 (2:28 pm)
Passing a float to a shader First note you don't have to use the 'register' stuff anymore. The shader constant will automatical... read more 07/23/2009 (2:26 pm)
Hey are the lightRays being made in the UnderCity Level Tricks like this work... in fact you can see them in use in Crysis and Killzone2... use them.... read more 07/23/2009 (2:19 pm)
Torque 3D Beta 4: Multiple terrain editing not possible Multiple terrain editing was not something i intended to spend time on for T3D 1.0... the fact that ... read more 07/23/2009 (2:16 pm)
Torque 3D Beta 4/5 Bug: TerrainCellMaterial::init - Failed to create pass! @Stephane Well for one in the future i will have it fallback to using the normal non-detailed map... read more 07/23/2009 (2:07 pm)
Beta 2 Bug: Light Rays have issues when going from Advanced to Basic to Advanced What your seeing in beta4 is PostEffects that are not working properly with BL still running and giv... read more 07/23/2009 (1:56 pm)
Advanced lighting shadow not reaching the casting object. No... this is not any sort of fix for the character art being crap... its a bad setting in WarriorC... read more 07/21/2009 (9:15 pm)
Beta 4 - Basic lighting cause flicker in undercity Yea... dispite the rumors... BL isn't magical. It can render 4 lights per mesh. Undercity is one... read more 07/20/2009 (11:32 am)
PointLight/SpotLight shadows & equator accuracies [quote]I am not sure how or why that was picked as the only implementation I wrote to get working[/q... read more 07/18/2009 (1:32 pm)
Reflective Decals? And its always possible that there is something bugged with static cubemaps on decals. Let us know ... read more 07/14/2009 (12:09 am)
B3 Bug - Loop in findZone Lets see what Ross thinks about this one.... read more 07/14/2009 (12:06 am)