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) |