Game Development Community

Tom Spilman's Forum Posts

Thread Post Date Posted
How in the heck did this happen? If i'm not mistaken you should toggle the exporting of floating point coordinates.... read more 01/23/2005 (9:54 pm)
SURVEY: How Old Are You??? I'm 31.... read more 01/23/2005 (4:39 pm)
Fix for zfighting on non-mapped interior materials I'm now noticing that the fixed function rendering path is broken. I don't see any vertex lighting ... read more 01/23/2005 (4:22 pm)
Default material mapping Ok... i'm dumb. I fixed the real issue [url=http://www.garagegames.com/mg/forums/result.thread.php?... read more 01/23/2005 (3:58 pm)
Searching the forums I still struggle with finding information on the site. Sometimes doing a google site search helps a... read more 01/23/2005 (2:47 pm)
Transparent Textures in Quark FYI. TSE head has some improvements in rendering DIF interiors with transparency. Textures using a... read more 01/23/2005 (1:21 pm)
Transluscent Textures Don't Work FYI. The Torque Shader Engine has some support for in HEAD. It works pretty good except at the mom... read more 01/22/2005 (1:41 pm)
SetInteriorRenderMode(); doesnt work yet? It seems some parts are commented out and others cut from the code entirely. It would be really coo... read more 01/22/2005 (1:36 pm)
Torque Pipeline DIF export for Cartography Shop @Dave - Thanks. I'm glad your gonna get to try the exporter. I was planning on releasing beta 2 ... read more 01/22/2005 (12:51 pm)
Torque Pipeline DIF export for Cartography Shop Ah... well that shouldn't happen anymore with the new beta 2 exporter. I added a smart texture copy... read more 01/21/2005 (1:03 pm)
Default material mapping Well if it's not specified the fixed function path gives you some shimmering effects on the those su... read more 01/20/2005 (11:21 pm)
Torque Pipeline DIF export for Cartography Shop @Fail66 - What texture fix are you talking about?... read more 01/20/2005 (9:20 pm)
Fix for translucent materials on interiors No prob... just wanted to be sure it was taken care of. =)... read more 01/20/2005 (3:50 pm)
Question about fragment shaders and TSE... 1. The lighting pack does not work with TSE at the moment, but it's something that John is working o... read more 01/19/2005 (11:34 am)
Torque Pipeline DIF export for Cartography Shop @Matthew - Well the .map export plugin won't touch any map2dif code at all, but as soon as it's aval... read more 01/19/2005 (11:22 am)
Fix for translucent materials on interiors Thanks Brian. Very cool. I think i'll be taking one more crack at transparency in the new few we... read more 01/18/2005 (8:06 pm)
EA Signs Exclusive Deal With ESPN @Ajari - Well no one person would create all the major league teams themselves, but i do see people ... read more 01/18/2005 (10:13 am)
EA Signs Exclusive Deal With ESPN Along similar lines of thinking. What if i created a football game which allowed players to customi... read more 01/18/2005 (8:32 am)
Creating Interiors for TSE Really if your already comfortable with QuArK then there is little reason for you to even consider C... read more 01/18/2005 (8:16 am)
Creating Interiors for TSE You can still use the same tools used for TGE interiors. I don't believe some of the new features o... read more 01/18/2005 (6:54 am)
Torque Pipeline DIF export for Cartography Shop @Sean - Very cool to hear. I'll be releasing a beta 2 version this week if all goes smoothly wit... read more 01/17/2005 (8:25 pm)
Shader dev workfow question Well it wouldn't be constantly checking the disk. WinNT/2K/XP has an API which can fire your callba... read more 01/17/2005 (1:43 pm)
DIF Collision and Trigger Brushes Another thing i guess i need to look to fixing and submitting a patch for. =)... read more 01/17/2005 (11:48 am)
Ugly lighting My uneducated guess.... could this be a texture space vs. model space normal map issue?... read more 01/16/2005 (4:08 pm)
Call for Advanced Camera new features/changes/fixes @Thomas - An update would be awesome as i'm just gearing up to use it. The only thing i'd like to s... read more 01/16/2005 (3:45 pm)
DIF Collision and Trigger Brushes I'm also interested in this issue. Do trigger entities in maps actually work?... read more 01/16/2005 (3:41 pm)
Welcome new GG Associates! Thanks all. I hope i can give back as much as i get from the great community here.... read more 01/16/2005 (3:26 pm)
Ugly lighting Actually i guess the show tool can't do normal maps as it's based on TGE and not the new shader engi... read more 01/16/2005 (3:14 pm)
Ugly lighting Brian will have to chime in now as i'm not the expert in this. Per-pixel lighting is controlled ... read more 01/15/2005 (7:53 pm)
Shader dev workfow question Interesting. I'll take a look at this next week. If i get something working you can expect a patch... read more 01/15/2005 (6:44 pm)
Ugly lighting This looks normal to me. What exactly are you expecting it to look like? By using a flat normal ma... read more 01/15/2005 (5:58 pm)
Shader dev workfow question @Ben - I'm thinking the resource manager should keep track if a resource on disk has "changed". Sti... read more 01/15/2005 (3:58 pm)
Cheap GDC flight alert! Yea we went with [url=http://www.chancellorhotel.com/]The Chancellor Hotel on Union Square[/url] whi... read more 01/14/2005 (12:41 pm)
.map exporter for DeleD released @Dirk - Yes i did work out the licensing issue. The GG folks are eager to get more/better art tools... read more 01/14/2005 (11:03 am)
.map exporter for DeleD released @Dirk I looked at the error message mess as part of the problem with exporters that i wanted to a... read more 01/14/2005 (10:39 am)
.map exporter for DeleD released With my [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6945]DIF CartSho... read more 01/14/2005 (8:43 am)
Delete me - old thread Looks good for sports games. Maybe could even be applied to shooters to break up the "attack of the... read more 01/13/2005 (9:23 pm)
Dojo demo beta Ran fine here on my ATI 9800 and ATI Mobility 9000.... read more 01/13/2005 (7:58 pm)
Shader dev workfow question @Kevin - It's never too late around here as you can always get to the code yourself. I've put this ... read more 01/13/2005 (6:16 pm)
Is TSE only supporting 1.4 shaders and above? Well i got my laptop working. It's an old Winbook J4 with the P4 2.6GHz cpu and a ATI Mobility 9000... read more 01/13/2005 (6:07 pm)
Is TSE only supporting 1.4 shaders and above? Now that i think of it. The TSE car demo locks up on my laptop which is an ATI 9200. I need to loo... read more 01/13/2005 (5:04 pm)
Is TSE only supporting 1.4 shaders and above? Never really thought about it as a 1.4 card can be gotten for under $40 now, but is there a plan to ... read more 01/13/2005 (5:00 pm)
Shader dev workfow question You could use another tool, but ideally it would be nice to be able to force the engine to "reload" ... read more 01/13/2005 (4:52 pm)
Newton Physics Engine integrated (Part 1) @Sean - [url=http://www.newtondynamics.com/]Newton[/url] you mean? Yes, they have a 1.0 windows ver... read more 01/13/2005 (3:17 pm)
Newton Physics Engine integrated (Part 1) @Ben - At the moment it is Windows only. Julio won't set a date, but there will be a Mac and Linux ... read more 01/12/2005 (11:43 pm)
Rate our models Ok... this is a retail game actually put on store shelves by Activision Value in 2003: [url=http:... read more 01/12/2005 (7:41 pm)
Rate our models @Brice - Don't take the critiques here as meaning you need to redo models. I've seen models in comm... read more 01/12/2005 (7:27 pm)
Dynamic shadows in TSE I know that once i get done with coding tasks for our game project i will be applying Forsyth's shad... read more 01/12/2005 (6:59 pm)
Dynamic shadows in TSE IMO stencil has a limited future, but it's still useful for current hardware and should be what TSE ... read more 01/12/2005 (6:29 pm)
Newton Physics Engine integrated (Part 1) I'd also rather use Newton over ODE (it's more stable and has game specific features). If no one tr... read more 01/12/2005 (4:31 pm)