Tom Spilman's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Alternative to QuArk | @Tom - You could probably build a few different road curves which you can reuse all over the place. ... read more | 02/02/2005 (9:09 pm) |
| Alternative to QuArk | Wow Will! I really couldn't see that as working as well as it did there. If you maybe doublt the n... read more | 02/02/2005 (8:57 pm) |
| Different ideas on how to do streets for a racing game? Anyone? | Will Harrison posted a pretty cool exmple over on [url=http://www.garagegames.com/mg/forums/result.t... read more | 02/02/2005 (8:54 pm) |
| Different ideas on how to do streets for a racing game? Anyone? | @Tom - First ... you don't split surfaces really... you split brushes. Two ways you could possibly d... read more | 02/02/2005 (8:45 pm) |
| Switching of Collision Detection in Quark | If your a programmer it's easy to add a property to detail brushes to toggle collision when the dif ... read more | 02/02/2005 (11:58 am) |
| Alternative to QuArk | @Tom - That's a tough subject. If your doing a gridwork of city streets i'd say just use DIFs. If ... read more | 02/02/2005 (12:38 am) |
| Torque Pipeline DIF export for Cartography Shop | @Dave - That was a big reason why i went with a DIF export insted of the typical MAP export... i wan... read more | 02/01/2005 (1:19 pm) |
| ORIGIN texture? | @Mark - That makes much more sense to me now.... read more | 02/01/2005 (10:58 am) |
| ORIGIN texture? | @Matt - Humm... couldn't find where it was used in map2dif. Well there is a little need for it sinc... read more | 02/01/2005 (10:46 am) |
| Transparency question | You should just need to create a texture and a material with transparency set. I put the following ... read more | 01/31/2005 (6:47 pm) |
| Use of STL | @Telmo - I've sucessfully used the header linked at the bottom of [url=http://www.garagegames.com/in... read more | 01/31/2005 (6:43 pm) |
| Moving interiors - Changes to the head! | I guess i'm in favor of more community involvement in the expansion of the engine. Including some o... read more | 01/31/2005 (8:16 am) |
| Moving interiors - Changes to the head! | I disagree that it's that much work for the GGs staff. If Matt implements and submits a patch tha... read more | 01/31/2005 (7:09 am) |
| Moving interiors - Changes to the head! | I *strongly* agree that we don't need yet another resource for this sort of feature. Let's get some... read more | 01/31/2005 (5:56 am) |
| Pixel Shaders | Pixel and vertex shaders are very well supported in the [url=http://www.garagegames.com/mg/projects/... read more | 01/31/2005 (4:51 am) |
| Shadow maps in TSE | Tom Forsyth just posted a further explanation on his site and pseudo code. [url=http://home.comcast... read more | 01/29/2005 (9:58 pm) |
| DTS instances in CartShop DIFs | @Erik - I completely agree... it wouldn't be very productive if DTS instances were not parented by t... read more | 01/29/2005 (4:41 am) |
| Texture Sizes | Your right... I misread his post. =)... read more | 01/28/2005 (11:52 pm) |
| DTS instances in CartShop DIFs | Well *maybe* we could add a specialy formatted comment around DIFs and DTSs placed by the export, b... read more | 01/28/2005 (8:56 pm) |
| DTS instances in CartShop DIFs | @Will - I considered generating or modifiying a MIS file, but it seems really messy. The problem is... read more | 01/28/2005 (7:50 pm) |
| DTS instances in CartShop DIFs | @Erik - None of this should be very difficult. My concern is making sure that whatever method is us... read more | 01/28/2005 (4:56 pm) |
| Newbie Question - Moving Interiors in Torque? | @Matt - Wow... that would rock. We could use the ability to do some moving of an interior.... read more | 01/28/2005 (4:07 pm) |
| DTS instances in CartShop DIFs | @Will - I'm still planning on passing the CSM thru Gile[s] which does have features for painting on ... read more | 01/28/2005 (1:39 pm) |
| DTS instances in CartShop DIFs | @Timothy - That's the plan... we just got done doing some contract work with Unreal2 and missed the... read more | 01/28/2005 (1:19 pm) |
| DTS instances in CartShop DIFs | @Will - Well at the moment no... if it isn't visible, the lightmapping process won't create a shadow... read more | 01/28/2005 (1:05 pm) |
| DTS instances in CartShop DIFs | @Will - I see where you coming from on this, but my concern is that it seems like an extra step that... read more | 01/28/2005 (12:34 pm) |
| Alternative to QuArk | @Teck - Could you bounce over to the other thread and explain what you exactly mean when you said "E... read more | 01/28/2005 (12:07 pm) |
| Alternative to QuArk | I moved this conversation over [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=25502]... read more | 01/28/2005 (11:54 am) |
| Alternative to QuArk | @Will - I haven't thought that far thru it yet, but yes the light mapping process would have to at l... read more | 01/28/2005 (11:18 am) |
| Alternative to QuArk | @Dirk - I'm sure it works as long as the user only creates good convex geometry. On a related not... read more | 01/28/2005 (5:32 am) |
| Texture Sizes | Well currently both JPG and PNG are uncompressed once read from disk, but PNGs are a good choice for... read more | 01/27/2005 (10:35 pm) |
| Alternative to QuArk | Wow. Great examples Will!... read more | 01/27/2005 (6:32 pm) |
| Texture Sizes | Well jpg will not be better for video memory. DDS can be used directly by the video hardware on all... read more | 01/27/2005 (6:28 pm) |
| UT style Static Meshes | @Ryan - I don't know what you mean by "quickly mirrors it". TSE has one copy of the geometry in mem... read more | 01/27/2005 (6:21 pm) |
| Alternative to QuArk | They support .X and .3DS via their prefab creator. Still those can create non-convex geometry, so d... read more | 01/27/2005 (12:57 pm) |
| Alternative to QuArk | @Michael Not for sure why the demo is the 4.0 version. Probably didn't feel it was worth the tim... read more | 01/27/2005 (11:09 am) |
| Alternative to QuArk | @Gary I'd say none. As Josh (the author) has[url=http://forum.thegamecreators.com/?m=forum_view&... read more | 01/27/2005 (11:01 am) |
| Alternative to QuArk | Cool! I'll be watching if anyone has questions or issues. I'm pulling together the final touches f... read more | 01/27/2005 (10:39 am) |
| Okay everybody represent your `hood(neighborhood that is) | Dallas, Texas... the spiratual home of the FPS.... read more | 01/26/2005 (9:37 pm) |
| 2004 Game Sales Set New Record | I agree about the idea of indie sales data... it was a optimistic wish and not that realistic of me.... read more | 01/26/2005 (8:08 pm) |
| Take Two Snags 7-Year Exclusive MLB License | "Eventually, it's not going to be the kind of thing I can avoid, because I'm going to walk into an E... read more | 01/26/2005 (8:43 am) |
| Moving interiors - Changes to the head! | Well Tim mentioned a long time ago that lifts and doors pushing players was really tricky to get wor... read more | 01/26/2005 (8:23 am) |
| Shadow maps in TSE | So far all the alternative mapping modes have been discounted in one way or another. Another cool ... read more | 01/26/2005 (8:13 am) |
| Help with idea for game for girls | What i learned from [url=http://www.amazon.com/exec/obidos/tg/detail/-/1584502398/qid=1106754497/sr=... read more | 01/26/2005 (8:01 am) |
| Shadow maps in TSE | I wouldn't assume that rendering the shadow map is the easy part. =) Look at what Jonathan Blow i... read more | 01/26/2005 (7:39 am) |
| Newbie Question - Moving Interiors in Torque? | @Matt - So could this maybe be used to do triggered doors and platforms instead of pathed interiors?... read more | 01/26/2005 (7:03 am) |
| Moving interiors - Changes to the head! | I would love to see moving interiors added into HEAD. I believe the only reason they have not is be... read more | 01/26/2005 (6:53 am) |
| Compiler Optimization Of MechAssault 2 | I'm running Visual Studio 2003 Pro and it seems to be supported: "The /LTCG option tells the link... read more | 01/25/2005 (2:55 pm) |
| Shader dev workfow question | I've got the low level system for this working now... resources have the option to obey requests to ... read more | 01/24/2005 (3:33 am) |
| How in the heck did this happen? | Sorry... not a QuArK expert by any means. Look for an option in QuArK's configuration dialog that s... read more | 01/23/2005 (10:08 pm) |