Game Development Community

John Kabus (BobTheCBuilder)'s Forum Posts

Thread Post Date Posted
Do lights created in Constructor work in Torque? The Constructor lights should bake lighting into the interior's light maps, but loading the interior... read more 07/18/2007 (1:26 pm)
Reducing lightmap size in engine Hi Orion, Constructor's light maps size is for each light map [i]page[/i], which contains multipl... read more 07/18/2007 (12:56 pm)
Interior Lightmaps using too much ram Another quick note: the sun is also a mission light, which, like all mission lights, clones the ligh... read more 07/18/2007 (12:47 pm)
Interior Lightmaps using too much ram Hi Stefan, Map and mission lights both bake into interior light maps, however how they do it, or ... read more 07/18/2007 (12:42 pm)
Better control of Detailmapping You'll want to set the scale to: [code] {1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1... read more 07/18/2007 (11:58 am)
Alpha and Shadows = Problem? Try using two different materials in the modeling app (Multi Sub Object Map material in max - assumi... read more 07/18/2007 (11:45 am)
Multiple lights and custom shader Yes, but you can't apply the material directly to the object - instead create a directional/sunlight... read more 07/11/2007 (3:01 pm)
Interior Lightmaps using too much ram TGE 1.5 should significantly reduce light map memory usage over TGE 1.3/1.4. It's hard to tell ho... read more 07/11/2007 (2:46 pm)
Alpha and Shadows = Problem? TGE doesn't include surfaces with alpha channels in the dynamic shadows. The shadows are based on t... read more 07/11/2007 (2:27 pm)
Tree Shadow Issue Removing the collision mesh should remove the object's ability to cast a static (light mapped) shado... read more 07/11/2007 (2:14 pm)
Lighting and normal maps Make sure you copy the plane's material definition over too - from what I can tell in the TankBuster... read more 07/06/2007 (10:34 am)
Multiple lightsources & light attenuation Objects support up to 8 lights when using DefaultEffect. The light manager selects the best 8 light... read more 07/06/2007 (10:07 am)
Older dso versions of lighting kit .cs.sgo files ? Hi Orion, shoot me an email and I'll give you a hand with this.... read more 07/06/2007 (9:53 am)
Multiple lights and custom shader Custom materials render each light in a separate pass and the engine manages the passes for you. On... read more 07/06/2007 (9:41 am)
TGEA Scaled Objects Diffuse Lighting Bug/Feature I just updated the fix to work with diffuse-only materials. The same code fixes bump mapping too, s... read more 07/02/2007 (11:40 am)
TGEA Scaled Objects Diffuse Lighting Bug/Feature Hmm, it looks like you guys are not using bump mapping - it worked here with bump mapping. I'll tak... read more 07/02/2007 (11:19 am)
TGEA Scaled Objects Diffuse Lighting Bug/Feature [b]Updated fix[/b] In "material.cpp" line 295: [code] // fill in primary light //-----... read more 07/01/2007 (7:41 pm)
Weird lighting. Hmm, try coping your level to a new test file and deleting objects in the scene until the relight wo... read more 06/30/2007 (8:13 pm)
SgGuiFullScreenFilter That code was remove during the cleanup between TLK 1.4.x and TGE 1.5. I think it was even commente... read more 06/30/2007 (8:04 pm)
Player Lighting? You can increase the player lighting amount on atlas by changing these lines in sceneObject.cpp (lin... read more 06/25/2007 (10:11 am)
Weird lighting. High lighting scales (which create less detailed lighting) can cause artifacts on objects with smoot... read more 06/25/2007 (9:59 am)
Turn out the lights You're using zoning, but the ambient lighting still passes through? There could be a bug in Constru... read more 06/25/2007 (9:47 am)
BUG: Lights do not rotate with objects they are attached to Thanks for pointing out the bug, I just logged it and we'll look at it soon.... read more 06/25/2007 (9:42 am)
Building light switch Use the light's [i]setEnable[/i] script method instead - most object methods are network friendly.... read more 06/25/2007 (9:23 am)
Interior Light Information to Custom Shader Trevor, sorry about that, my last post was in response to Robert's question - environmental lighting... read more 06/23/2007 (9:27 am)
WeaponFireLight in 1.5.1 Dale, TLK/TLS mainly changed light management and rendering code. It was designed to use Torque's e... read more 06/22/2007 (1:44 pm)
REQ: Area Lights Check the terrain block, it has a blockSize member that you can lower (make sure it's still a power ... read more 06/21/2007 (11:57 am)
Weird lighting. Are these static meshes or reference shapes? What's the lighting scale? Is smoothing affecting the... read more 06/21/2007 (11:55 am)
Interior Light Information to Custom Shader The directional light source applied to dts objects in TLS is frequently called "environmental light... read more 06/21/2007 (11:47 am)
Transparent dif's + Torque1.3 + Lighting pack? That flag no longer exists, the code it altered changed a lot. Instead the resource should be updat... read more 06/21/2007 (11:25 am)
TGE 1.5.2 Released I don't see the tree dif in your email, but if there are no brushes it's likely the same issue. On ... read more 06/21/2007 (11:18 am)
WeaponFireLight in 1.5.1 As far as I can tell the code hasn't change in a while, and was the same in TGE 1.3 and up. Over th... read more 06/21/2007 (11:10 am)
TorqueX equals an incomplete TGEA No problem. Yup, the docs apply to TGEA 1.0 - 1.0.2.... read more 06/15/2007 (12:47 pm)
REQ: Area Lights Sure, check out [url=http://tdn.garagegames.com/wiki/Torque/LightingSystem/Scene_Relighting_Performa... read more 06/15/2007 (12:41 pm)
Interior Light Information to Custom Shader Hey Mark, awesome - I updated the section titles, everything else looks great.... read more 06/15/2007 (12:29 pm)
TorqueX equals an incomplete TGEA James, Links to the Lighting System documentation: [url=http://tdn.garagegames.com/wiki/Torque... read more 06/15/2007 (12:23 pm)
TGE 1.5.2 Released I'm getting the same crash during rendering - it looks like the dif doesn't contain surfaces, only d... read more 06/15/2007 (12:19 pm)
Transparent dif's + Torque1.3 + Lighting pack? The resource [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4648]Alpha-... read more 06/15/2007 (12:08 pm)
Interior Light Information to Custom Shader The lighting system works with materials by linking multiple lighting materials together and using t... read more 06/13/2007 (11:24 pm)
REQ: Area Lights You can simulate area lights with multiple point lights, a number of modeling packages use light arr... read more 06/13/2007 (10:32 pm)
No self shadowing Make sure the sun's parameters are the same in both missions. Also make sure the object isn't a TSS... read more 06/13/2007 (10:19 pm)
Performance Cost Of Baked-In DTS Meshes The updates are engine based. TGE 1.5.2 contains a lot of performance improvements - the only thing... read more 06/06/2007 (4:49 pm)
DTS Shadows - random crash? I tested the difs over the weekend and again yesterday with an automated setup that calls CycleGame ... read more 06/06/2007 (4:25 pm)
Lighting problems in my Dif Hmm, it looks like the LightManager expects a max light count when setting up the lights, and the in... read more 06/06/2007 (4:16 pm)
TGE 1.5.2 Released Can you try exporting them from Constructor 1.0.2 and see if that fixes the problem. If not can you... read more 06/06/2007 (4:03 pm)
Turning a light on and off Are there any errors in the console after calling enable/disable on the object? It could be that ei... read more 06/06/2007 (3:53 pm)
DTS Shadows - random crash? Does this happen on a clean copy of TGEA? If it does can you send over the DTS with datablock I'll ... read more 06/01/2007 (1:50 pm)
TGE 1.5.2 Released Hi Matahari, I'm having trouble loading the difs you sent - whenever I load them up in a debug bu... read more 06/01/2007 (12:35 pm)
Lighting problems in my Dif Here's the thread: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=56726[/url]... read more 06/01/2007 (10:24 am)