Phil Carlisle's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Reactions to crysis movies on gametrailers | Hey Tom, you mention having a foliage mask? Why not take the foliage mask from the atlas blended te... read more | 03/21/2007 (5:46 pm) |
| Reactions to crysis movies on gametrailers | Tom: [quote]The data intensive nature of Atlas is it's biggest issue. If the tools can work around ... read more | 03/21/2007 (5:44 pm) |
| Reactions to crysis movies on gametrailers | Actually, the shadows DO update when their ambient is playing. Or am I seeing something youre not :)... read more | 03/21/2007 (10:58 am) |
| Ambient occlusion shader | Yeah, the object itself is animated and it does look kinda strange without it. The idea I have only ... read more | 03/19/2007 (3:51 pm) |
| TGEA Water Shader artifacts, any suggestions to fix it? | Hmm, must admit, never saw that. Interesting.... read more | 03/19/2007 (4:06 am) |
| TGEA: How do I turn this thing off? | Edmund: Try dropping down the console (tilde ~) and typing quit(); You can also map a key to that... read more | 03/19/2007 (4:03 am) |
| Afx And Tgea (tse)? | Why not make a shader constant that you can pass into the pixel shader and allow a per particle text... read more | 03/19/2007 (4:00 am) |
| Ray Tracing | Hmm, I've seen people talk about real-time raytracing for years and I just dont think its possible t... read more | 03/18/2007 (6:09 am) |
| Sky problem | I've used loads of different skies with no ill effect. I'm guessing you just hit on some weird namin... read more | 03/18/2007 (5:38 am) |
| Multicolored Text and Text effects | It should be relatively easy to add a black border, just need to run an edge detection filter on the... read more | 03/18/2007 (5:36 am) |
| Atlas terrain not Culling | I'd strongly recommend doing castrays for occlusion. Better to try and hack in occlusion querying or... read more | 03/16/2007 (2:25 pm) |
| Why no shadows on tsstatics? | Ah, right, that explains it. I was just thinking of a few of the vids I've seen of Cryengine 2 and t... read more | 03/15/2007 (12:32 pm) |
| Dts LODs (level of detail) | I thought billboards were broken? Maybe they were fixed since I last looked.... read more | 03/14/2007 (2:31 am) |
| A little help w/ CustomMaterials from the sages requested... | Isnt the water a custom material?... read more | 03/13/2007 (5:27 pm) |
| Debugging shaders | There is a cool little program called pix by microsoft which you can use to see whats happening at a... read more | 03/12/2007 (3:28 pm) |
| Atlas terrain not Culling | Bryce: I believe the LOD selection code that selects the LOD to draw fudges a screen space value you... read more | 03/12/2007 (9:16 am) |
| Translucency in DTS Shape derived shadows | I had a quick looksie at the shader for generating the shadows. It really should only take passing t... read more | 03/12/2007 (9:02 am) |
| Translucency in DTS Shape derived shadows | Deal :) actually, I'm waiting on ben to have a looksie at the code, in theory it should work, but fo... read more | 03/11/2007 (5:03 pm) |
| Translucency in DTS Shape derived shadows | It really needs to be... read more | 03/09/2007 (1:38 am) |
| TGEA Polycounts | Yeah, but its a good idea to actually give them a rational reason to try NOT to. Personally, I li... read more | 03/08/2007 (12:26 pm) |
| TGEA Polycounts | He's probably talking about in general and most likely is thinking of something like xbox 360.... read more | 03/06/2007 (1:30 am) |
| Atlas Hole Cutting Update? | Yeah, I'm hoping that Ben perks up a bit time wise and gives some feedback from the GG end. I ran in... read more | 03/06/2007 (1:26 am) |
| Atlas Hole Cutting Update? | Stefan: well, I'm speaking from some experience here :) seriously, the thorny issue is the processin... read more | 03/05/2007 (10:04 am) |
| Atlas Hole Cutting Update? | Guys.. it really isnt that hard, the steps are: 1) Get the chunk you want to edit, this has to be... read more | 02/28/2007 (2:30 am) |
| Atlas Hole Cutting Update? | You'd still have a problem of collision.... read more | 02/23/2007 (10:13 am) |
| Minor Water/Mission Editor Bug | Just to confirm, I tried adding a water block in the DEMO (not terrain_water_demo) and yes, it crash... read more | 02/22/2007 (5:43 am) |
| Art pipeline best practices? | You might want to look at building texture "atlases" out of your often used textures and then build ... read more | 02/20/2007 (2:58 pm) |
| TSE Clean start (rants & raves) | Stick with it Petteri, as with anything, its overwhelming right now. But it does get easier.... read more | 02/20/2007 (2:50 pm) |
| GUI's not refreshing? | Try having a look in the code where it calls "invalidateRegion" or similar. There is basically a dir... read more | 02/20/2007 (2:39 pm) |
| Using Two Detail Textures On Atlas | If you can bind another texture, then you can easily do a blend between the two details. But as alwa... read more | 02/19/2007 (9:56 am) |
| Looking for some TGEA screenshots | Alex, the QW and Atlas stuff is essentially the same thing. Thier "megatexture" approach is whats ca... read more | 02/18/2007 (9:11 am) |
| Baldur's Gate PS2 interactive water | Guys, thats old news.. Have a look at nvidia's developer site about effects and look for the water e... read more | 02/17/2007 (3:49 pm) |
| Lightmap with 3Dstudio | One thing that I found the other night, was that Nvidia's "Gelato" GPU based renderer apparently doe... read more | 02/13/2007 (12:23 pm) |
| Lightmap with 3Dstudio | Did you say you had support for vertex lighting too? What about ambient occlusion? PRT? What I... read more | 02/12/2007 (4:13 pm) |
| Lightmap with 3Dstudio | Yeah, I understand completely that this is a commercial asset, so its fine you dont release it. But ... read more | 02/12/2007 (8:54 am) |
| Lightmap with 3Dstudio | Thanks Manoel, Yeah, I think that pretty much sums up the benefits very nicely! :) I did take ... read more | 02/12/2007 (7:44 am) |
| Lightmap with 3Dstudio | Out of interest Manoel, why not collada?... read more | 02/12/2007 (2:00 am) |
| Lightmap with 3Dstudio | I think Manoel put it really well. My preference would be for #3 too. Mainly because I think the DTS... read more | 02/12/2007 (1:24 am) |
| No warning about texture ram usage | Thanks Brian, thats great for me, but I think it'd be nice for newer developers to get a friendly wa... read more | 02/02/2007 (2:10 pm) |
| Options dialog not working | Thanks Brian, I'll see we get it hooked back up.... read more | 02/02/2007 (2:09 pm) |
| Shortage of TGEA?? | Adole: as an experiment, try changing the textures used for the objects you are seeing the slowdown ... read more | 02/02/2007 (2:08 pm) |
| No Texture Transparency | Actually, it'd be nice if the engine supported TGA instead of PNG, because PNG's are constantly caus... read more | 01/31/2007 (11:05 am) |
| Atlas Hole Cutting Update? | Well, there are other issues here too Bryce. The main one being, does the hole fit in a chunks bound... read more | 01/30/2007 (1:15 am) |
| Water depth fogging | So to do it right, you really need the z depth of the pixel, then you need to calculate the distance... read more | 01/30/2007 (1:12 am) |
| Water depth fogging | Well, the default skybox, our other skyboxes. Basically, because the water becomes transparent, you ... read more | 01/30/2007 (1:09 am) |
| FoliageReplicator Upgrades For TSE | And you do this for a living? weird...... read more | 01/29/2007 (1:41 am) |
| Just want to re-confirm the translucent texture shadow bug.. | Its still technically a bug then, cos transparent objects need shadows too.. Or at least alpha teste... read more | 01/28/2007 (4:45 pm) |
| Atlas Hole Cutting Update? | Bryce, the problem isnt removing the polygons for "cutting" the hole. Thats relatively trivial. The ... read more | 01/28/2007 (4:40 pm) |