Game Development Community

Phil Carlisle's Forum Posts

Thread Post Date Posted
Is it a bug? it sure feels like it :) Maybe having a material cache is the way to go?... read more 01/28/2007 (4:30 pm)
Water depth fogging Hey Brian, Yeah, I can use the opacity, but if you increase the opacity, then you see through to ... read more 01/28/2007 (4:50 am)
Shadow alpha test I dont know Tom, I got the impression John was having some problems with it. Right now afaik, transl... read more 01/26/2007 (5:00 pm)
Shadow alpha test I was thinking, its basically a matter of alpha testing any translucent objects when writing to the ... read more 01/26/2007 (1:01 pm)
TGEA MS 4.2 Release Just wanted to point out that I dont get the white terrain issue that Thomas is seeing on my 9800 pr... read more 01/25/2007 (12:56 am)
Static shape disappearing Check that they arent just being rotated with your view (but on the wrong axis), so as you look up o... read more 01/21/2007 (4:59 pm)
Dark shapebase objects. I dont think youre getting me here guys.. its not that the object is dark, its that the object is da... read more 01/21/2007 (6:08 am)
Dark shapebase objects. In these particular objects, we have generated shaders, with ambient + directional lighting. althoug... read more 01/19/2007 (6:18 am)
Just want to re-confirm the translucent texture shadow bug.. Oh and while we're at it, is the shadow strenght variable exposed in MS 4.2?? I know John had this o... read more 01/19/2007 (5:38 am)
DTS to DIF Dynamic Shadows? I think John did some info on this on TDN. As far as I recall there is a tweak value yoou can use to... read more 01/19/2007 (5:32 am)
FoliageReplicator Upgrades For TSE One thing you might like to add, is instead of a gradient texture, have a noise texture that alters ... read more 01/19/2007 (5:31 am)
Is it a bug? it sure feels like it :) I guess thats the big part of it Brian, but is there a reasonable scheme where you can actually tell... read more 01/16/2007 (4:47 pm)
GuiTreeViewCtrl text issue I'll look out for it :)... read more 01/16/2007 (6:07 am)
Atlas2 Unique Terrain Detail The better option, is to use a blend map. That way, you can up your resolution a lot and still have ... read more 01/15/2007 (2:12 am)
TGEA Particles versus TGE Particles Jeff, I fully agree with you. I just wonder how much work it would be to "revert" the TSEA particles... read more 01/14/2007 (4:46 pm)
Texture reuse. Maybe that would be useful default functionality? Why did you do that exactly?... read more 01/12/2007 (4:26 am)
TGEA Particles versus TGE Particles I think the particle system really needs a rewrite to be honest. There have been a bunch of flaws in... read more 01/12/2007 (4:22 am)
Need help linking the FbxSDK into TGEA Hmm... wonder if that IS a fix.. or if you really did something bad.... read more 01/07/2007 (12:52 pm)
Performance with High Character Count Thomas, the method you mention was used in Quake 2 and to a lesser extent on Quake 3. Its a bit old ... read more 01/07/2007 (12:45 pm)
Hot potato" projectiles The server should really update the client side projectile code. But of course, it can only do that ... read more 01/05/2007 (9:57 am)
SimEvents posted from threads have old times, causing asserts Doesnt that make the assert you have in the event post code redundant then? If you have the gCurr... read more 01/05/2007 (9:52 am)
Performance with High Character Count Ben: yeah, but surely torque doesnt have so many bones per vert anyway? I've never seen a really com... read more 01/04/2007 (5:07 pm)
Materials Management Tool - Are you interested? What exactly do you see as the problem?... read more 01/03/2007 (4:50 pm)
Colored line with DTS file Can you post a bigger picture. Cant see whats going on there.... read more 01/02/2007 (1:32 am)
Weapons go through the character over all map What you need to do, is write some code to handle this situation. If simply moving the weapon backwa... read more 01/02/2007 (1:31 am)
Performance with High Character Count Ben, I dont think the number of bones is a factor anymore is it? I mean, using GPU skinning these da... read more 01/02/2007 (1:26 am)
Performance with High Character Count What you'd ideally want to do for LOTS of characters, is write some kind of multi-character render m... read more 01/01/2007 (4:42 pm)
TSE resolution size comtrol The options dialogue was broken for a while, I dont know if its fixed again yet. Sooner or later the... read more 12/31/2006 (5:16 am)
TSStatic translucency bug I dont know why I didnt reply before, but THANKS Brian :)... read more 12/31/2006 (2:30 am)
DX10 fun.. Whats to come?? I think I'll stick with DX10 thanks..... read more 12/31/2006 (2:21 am)
Object get chainged their color Hmm, that mesh looks familiar. Whats it from?... read more 12/22/2006 (11:56 am)
Tse/tgea Update? Interesting that thier historical strategy game sold 150k units :)... read more 12/21/2006 (1:25 am)
Hiring a Professor or Associate Professor New Hampshire.. I've been to the old one :) I'm interested in hearing how you get on with XNA by ... read more 12/18/2006 (1:03 pm)
Lab Dilemma: Security v. Operability Not really a solvable thing other than running torque from the pen/flash drive too (not a good idea)... read more 12/18/2006 (1:00 pm)
Can get bold texture in TSE You need to make sure that the font you are using has the characters you want. TSE's font system I b... read more 12/16/2006 (2:11 pm)
Growing Trees, changing terrain, dynamic world. You need some decimation code... which isnt in yet. Then in theory you just need to make the quadtre... read more 12/15/2006 (5:05 pm)
Hot Swap DTS Object Hmmm, no, I think its a lot harder than exec'ing a .cs file. I think the only person with relevent e... read more 12/14/2006 (6:46 am)
What's mean?? Hmm, I doubt that error is whats causing the problem. All it means is that the script cannot find th... read more 12/11/2006 (9:59 am)