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Playlore's Forum Posts

Thread Post Date Posted
T3D Should have.. Project Offset isn't painting on the texture, guys, it's painting weights on the models' vertices th... read more 05/29/2009 (6:28 am)
What does amArmAnimation do? Picasso, you're right. The PlayThread() doesn't transitions (but it's trivial to make it do so by re... read more 05/29/2009 (6:20 am)
What does amArmAnimation do? @Luis: Not quite. The arm animation is static, it doesn't play over time, the animation "time&q... read more 05/28/2009 (12:49 pm)
fullscreenFX port help I'm looking into the PostEffect a bit more... it allows you to output to render targets, and chain p... read more 05/28/2009 (12:26 pm)
fullscreenFX port help The lightrays are expensive because its shader is expensive. What I'm talking about is that there... read more 05/28/2009 (12:00 pm)
fullscreenFX port help deepscratch, did you by chance look at the postFx folder in the T3D source? It already has a system ... read more 05/28/2009 (11:28 am)
Shader Documentation The custom material already supports multiple passes. And in T3D you also attach render state blocks... read more 05/28/2009 (10:55 am)
Question, Server / Client seperation, can you ? On the project I'm working on we're taking a progressive approach to our player class: we created a ... read more 05/28/2009 (10:52 am)
Terrain Diffuse texture code help He's talking about the terrain, no? You could easily modify the shaders themselves and multiply the ... read more 05/28/2009 (7:57 am)
yet another licensing question The basic and professional licenses are always personal, I believe. They need to be in the name of t... read more 05/28/2009 (7:23 am)
Torque 3D Beta 2 Bug - Advance Lighting and Terrain issues Ati 3870 I saw those shadow lines on transparent objects on a 4850 too, Catalyst 9.3. Didn't test beta 2 on i... read more 05/27/2009 (12:47 pm)
Question, Server / Client seperation, can you ? Yeah, more examples are definitely needed. The longer I spend in the Torque3D source the more co... read more 05/27/2009 (12:18 pm)
Dedicated Server builds - Mac OSX -> Linux You don't need the input system. Pure command-line doesn't need one. My current porting plan is: ... read more 05/27/2009 (8:09 am)
What does amArmAnimation do? In Player::updateLookAnimation() you can see how the arm animation is used: it's static, and the Pla... read more 05/27/2009 (7:56 am)
Question, Server / Client seperation, can you ? Can we define what each one means when saying "Torque Networking"? Some blanket statements... read more 05/27/2009 (7:34 am)
[beta bug] GFXDrawUtil draws wireframe capsules wrongly I'm using the render delegate system on a ObjectRenderInst render instance. You can see an example o... read more 05/27/2009 (7:00 am)
Advance Lighting differences in shadows rotating the Camera If you go into editor and open the shadowViz, you'll see the sun's shadowmap. When the camera rotate... read more 05/26/2009 (2:03 pm)
Lights in Basic Lighting The point lights use deferred lighting, so it's no wonder they don't work in BL, since I think BL do... read more 05/26/2009 (1:27 pm)
Dedicated Server builds - Mac OSX -> Linux I'm in a similar situation, but haven't got into trying to port yet. Having to use windows in our de... read more 05/26/2009 (1:13 pm)
Transparent blends In theory Sub should be subtractive blending. If it looks no different then lerpAlpha it's probably ... read more 05/26/2009 (1:04 pm)
Client vs. Server separation You sure don't need the Canvas for a dedicated server. If you skip it Torque will simply not create ... read more 05/26/2009 (12:32 pm)
Reflections in Material Editor I haven't tested this in T3D, but from my TGEA experience the Material's reflection settings are mos... read more 05/26/2009 (11:47 am)
Minimum System Requirements - Client - Server - Dev Marble Blast Ultra (IA version) runs fine on the EEE PC 701 (Intel 915!). So it's a matter of budget... read more 05/26/2009 (11:41 am)
Will Blender3d be supported? Keep in mind that with the advent of Collada DTS exporter support will slowly degrade over time, sin... read more 05/26/2009 (10:07 am)
Question, Server / Client seperation, can you ? @Bo: I'm starting to think you still haven't got a grip on Torque's client/server model yet, so I'll... read more 05/26/2009 (8:53 am)
Question, Server / Client seperation, can you ? It isn't that hard to make the AIPlayer process in clients, though... change the if clause that prev... read more 05/26/2009 (8:20 am)
Question, Server / Client seperation, can you ? [quote]Not if it's removed before transmission, ergo, its never transmitted, ergo its LOST, thats ho... read more 05/26/2009 (7:35 am)
merging beta 2 code into my beta 1 code base? If you really need to gut some class (let's say, do major changes to the Player updatemove, or make ... read more 05/26/2009 (7:26 am)
Beta2 Bug: PointLight shadow problems It's the dual paraboloid equator line. Shadows are likely to be inaccurate along it, since it's wher... read more 05/26/2009 (7:04 am)
mouse move to clicked point (diablo style movement) Peter, don't bind the click to button0. Instead, move your helloWorld() code into GameTSCtrl::onMous... read more 05/26/2009 (6:59 am)
Question, Server / Client seperation, can you ? Bo, if a TCP packet is lost, [b]the TCP stack will re-send it automatically[/b], as many times as it... read more 05/26/2009 (6:51 am)
Question, Server / Client seperation, can you ? If you're having the client ignore the packet, or the server refuse sending the packet to simulate l... read more 05/26/2009 (6:37 am)
Question, Server / Client seperation, can you ? The less painful way of making MMOs using Torque, as mentioned before and as shown by others who act... read more 05/26/2009 (6:34 am)
Question, Server / Client seperation, can you ? Bo, The best way to achieve what you described is create a custom player class that combines trim... read more 05/26/2009 (6:18 am)
How do I delete section of terrain for tunnel? Somehow, I completely forgot about video memory usage! If only video cards supported 1-bit textures.... read more 05/25/2009 (2:11 pm)
T3D Lighting? The sunlight shadows don't implement distance-based penumbra. PSSM might make it look like the shado... read more 05/25/2009 (9:44 am)
How do I delete section of terrain for tunnel? Instead of deleting polygons, wouldn't it be easier to use an additional alpha mask with alpha test ... read more 05/25/2009 (7:27 am)
Getting a few "line" like shadows Maybe the card is forcing mipmaps on the shadow maps? You could try running it with NVPerfHUD and ch... read more 05/25/2009 (7:20 am)
How do people get 125 FPS with Advanced Lighting in Beta2? Can you guys with low fps test advanced lighting ON, but turn the sun shadows OFF? In my own tests t... read more 05/25/2009 (7:12 am)
T3D Lighting? I think we need a few more shadow filtering options. The current one is incredibly taxing on low-ban... read more 05/25/2009 (6:30 am)
Question, Server / Client seperation, can you ? There's precedent of people using Torque as a client and something else as a server. Your server &qu... read more 05/25/2009 (6:24 am)
Beta2: Head/Look Anims Swapped They haven't been swapped. The "head" sequence always controlled vertical head movement, w... read more 05/22/2009 (1:38 pm)
Nominate A Resource! Add another vote to the enhanced threading. In a past project I had to do something like that on my ... read more 05/22/2009 (12:56 pm)
pureLIGHT sneak peak Another question: do you guys plan adding GPU acceleration support (like CUDA, OpenCL, etc) for the ... read more 05/22/2009 (7:21 am)
Nominate A Resource! Since the .xyz syntax sugar was added, why not some extra cool scripting stuff? The [url=http://www.... read more 05/21/2009 (4:17 pm)
Beta 2 Bug: Terrain shadow rendering errors (Adv Lighting) Shadows being drawn where there should be none? I'd guess the terrain is re-calculating it's LOD lev... read more 05/21/2009 (3:55 pm)
Torque 3D Beta Issue: Generated Project - Open in torsion There are two issues. First, the Torsion project is set to "Debug" (second dropbox in the ... read more 05/21/2009 (2:06 pm)
why does Gideon hover? Presence of locomotion? Haven't heard of that one and google isn't being helpful, care to expand? ... read more 05/21/2009 (12:42 pm)
why does Gideon hover? Too large of a bounding box. Decreasing the horizontal dimensions helps, but the hovering will be al... read more 05/21/2009 (12:00 pm)
pureLIGHT sneak peak @Bo: obviously lightmaps and moving suns don't go together, since lightmaps are static. This is the ... read more 05/21/2009 (10:37 am)
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