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) |