Game Development Community

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)