Game Development Community

Tom Spilman's Forum Posts

Thread Post Date Posted
Errors.. errors and more... Well i guess technically you could disable the shader error asserts by commenting out #define ASSERT... read more 12/30/2004 (5:30 pm)
Plan for transparency in interiors Seems translucency is broken for interiors... and maybe materials in general. Looking into it and w... read more 12/30/2004 (5:12 pm)
Errors.. errors and more... I guess your best bet now is to post this bug in the TSE Bugs private forum. Just disable the error... read more 12/30/2004 (5:03 pm)
Errors.. errors and more... Funny... my driver is older than yours. 8/3/2004 6.14.0010.6467 Maybe the 9800SE is more crip... read more 12/30/2004 (4:54 pm)
Errors.. errors and more... You can open up planarReflectP.hlsl and replace the access to .w in the shader with 1... breaking i... read more 12/30/2004 (4:34 pm)
Errors.. errors and more... First... not sure if this discussion belongs on the 'public' TSE forums... but it's here. @Stevie... read more 12/30/2004 (11:00 am)
Errors.. errors and more... Do this to be sure... download, install, and run the TSE demo [url=http://www.garagegames.com/pg/dem... read more 12/30/2004 (10:23 am)
TSE and Lighting Pack That seems like the case unless you want to adapt it yourself.... read more 12/29/2004 (4:51 pm)
Triggered sounds Using the velocity also has a benefit as it should work for *any* ShapeBase derived object. This me... read more 12/29/2004 (4:48 pm)
Triggered sounds I'm a TorqueScript newbie myself, but you would want to get the magnitude of the player's velocity a... read more 12/29/2004 (2:11 pm)
Virtual portals to other servers Portals which can't see thru to the other side... no prob. I remember a Quake2 mod a long time ago ... read more 12/29/2004 (1:30 pm)
Light_brush and ambient color bugs Heh... my simple hack to fix this for now.... call convertToBGRx() a second time before leaving GFXD... read more 12/29/2004 (1:04 pm)
Light_brush and ambient color bugs Thanks for the reply Brian. I've seen the GBitmap::convertToBGRx()... i guess it's not as smart a... read more 12/29/2004 (1:00 pm)
Plan for transparency in interiors Simply using material translucency may work in a few cases, but i'm betting they won't work properly... read more 12/29/2004 (11:46 am)
Errors.. errors and more... I have a 9800 Pro and it works fine here with my latest merge. I'd try setting the breakpoint and a... read more 12/29/2004 (10:03 am)
Errors.. errors and more... Do you have the 'shaders' folder in place? You should put a breakpoint in GFXD3DShader::initPixShad... read more 12/29/2004 (9:54 am)
Errors.. errors and more... What line? What shader is it? Can your card do pixel shaders?... read more 12/28/2004 (8:13 pm)
Plan for transparency in interiors Doesn't seem to be working for me... but alot of times materials give me headaches: [code] datab... read more 12/28/2004 (4:22 pm)
How do i get a full skybox without fog? Posted and i found a fix. [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=24411[/url... read more 12/28/2004 (2:17 pm)
NoRenderBans Skybox Bug FYI. I found *a* fix for this bug. [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=... read more 12/28/2004 (2:05 pm)
NoRenderBans bug The bug is in Sky::calcTexCoords(). The TSE code looks like this: [code] void Sky::calcTexCoord... read more 12/28/2004 (2:04 pm)
NoRenderBans bug I didn't read (the search didn't turn it up)... this bug was reported a few weeks ago too [url]http... read more 12/28/2004 (1:39 pm)
How do i get a full skybox without fog? Yep... TSE bug. I'll post it over there.... thanks Ben.... read more 12/28/2004 (1:31 pm)
How do i get a full skybox without fog? That seems worse... or maybe it's a bug in TSE (i posted it here because it seemed like the TSE code... read more 12/28/2004 (1:24 pm)
How do i get a full skybox without fog? Oh... and what the hell is a "ban" with respect to the Sky? Sky::calcBans, Sky::renderBans, mNoRend... read more 12/28/2004 (2:00 am)
Possible ZBrush support in/for the TSE? FYI. They will start adding rigging support to the next [url=http://pixologic.com/zbrush/media_link... read more 12/27/2004 (10:29 pm)
DTS and DSQ file format reference Well you can always use dtsSDK directly, but you'll have to get in touch with the GG folks and discu... read more 12/27/2004 (12:57 pm)
Errors.. errors and more... I grabbed the latest head release last night and there has not been changes to the input device code... read more 12/27/2004 (11:29 am)
Contract work - code: ship class with turrets implementation @Thomas - It is a two way street and neither party should take on the entire risk. Anyone who does ... read more 12/27/2004 (11:26 am)
Contract work - code: ship class with turrets implementation Another reason may be the "No up front payment". I know too many other contractors who have been un... read more 12/27/2004 (9:20 am)
DTS and DSQ file format reference Well why do you need to parse DTS and DSQ files in the first place?... read more 12/27/2004 (8:58 am)
DTS and DSQ file format reference My understanding is that the only reference is the code itself which is included with Torque. Look ... read more 12/27/2004 (12:04 am)
Source Control I've used SourceSafe, Perforce, and Subversion. SourceSafe will eat alot of disk space and it c... read more 12/26/2004 (2:44 pm)
Light_brush and ambient color bugs You probably know more about it than i do really, so if you get some time please explain these to me... read more 12/24/2004 (7:55 pm)
Light_brush and ambient color bugs Sorry Brian... i know this thread is getting long, but i'm kinda in a groove here. I kinda unders... read more 12/24/2004 (2:20 pm)
Light_brush and ambient color bugs Ok.... ok... something weird is going on. If i do a 'Relight Scene' in the mission editor the inte... read more 12/24/2004 (11:30 am)
Light_brush and ambient color bugs Learning alot about the new renderer internals, but i've still not tracked down where the rgb values... read more 12/24/2004 (10:54 am)
Light_brush and ambient color bugs Here are the two lightmaps generated: [image]http://www.sickheadgames.com/stuff/lightmap_0.png[/i... read more 12/23/2004 (4:15 pm)
Light_brush and ambient color bugs To compare... here is the exact same scene exported to TGE: [image]http://www.sickheadgames.com/s... read more 12/23/2004 (12:45 pm)
What's the plan with DIF lights? I'm having trouble with getting the spots to work in TSE and TGE so maybe i'm doing something wrong.... read more 12/23/2004 (10:52 am)
Out of bounds array access in createLightmaps.cpp By dynamic you mean stencil shadows or just a hardware light using the lightmap as a mask for the ef... read more 12/23/2004 (10:06 am)
TSE - Global effect Pixel Shader You want to look at the glowBuffer class in gfx folder. It's done as some sort of post rendering pr... read more 12/23/2004 (9:51 am)
VC6 Project Settings and Vaporizing Vectors Ok... just a little defensive programming. =)... read more 12/22/2004 (4:24 pm)
VC6 Project Settings and Vaporizing Vectors I ran into this bug just now myself. A little suggestion.... how about changing the define for VECT... read more 12/22/2004 (9:03 am)
What's the plan with DIF lights? FYI. I posted a little bug fix for light_brush [url=http://www.garagegames.com/mg/forums/result.thr... read more 12/21/2004 (6:04 pm)
What is alarm_type? From poking around the code that sounds about right i guess.... read more 12/20/2004 (9:46 pm)
Doors I guess i'm still confused. Looking at the docs for map2dif and the map entities and properties ([u... read more 12/20/2004 (7:38 am)
Bump maps So it's like a single channel gloss map. Cool... i wondered about that.... read more 12/19/2004 (4:19 pm)
Bump maps There are three controls: Specular[0] = false; .... this will just turn off specular which i'm n... read more 12/19/2004 (3:15 pm)
Another Physic Question Havok is more than "alot" of money.... it's crazy money... around $70K. If you have that sort of ca... read more 12/18/2004 (9:43 pm)