John Kabus (BobTheCBuilder)'s Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Seams are visible | Hi Nicolai, That happens in all TGE based games and kits, not just the RTS Kit, but luckily there... read more | 08/18/2005 (10:13 am) |
| How to turn lights on and off? | The DTS objects need to be of type TSStatic or ScopeAlwaysStaticShape, and need to have convex colli... read more | 08/17/2005 (6:34 pm) |
| How to turn lights on and off? | Hi David, Just call 'myLight.setEnable(false)' to disable the light and 'myLight.setEnable(true)'... read more | 08/17/2005 (6:05 pm) |
| Shapes ignoring sunlight on top of interiors | File 'engine/synapseGaming/contentPacks/lightingPack/sgLightingModel.cc' Line 14 change: [code... read more | 08/17/2005 (2:07 pm) |
| Shapes ignoring sunlight on top of interiors | Ok, I've put together a better directional lighting solution that allows dynamic DTS objects to cont... read more | 08/17/2005 (2:07 pm) |
| Shapes ignoring sunlight on top of interiors | I should have been more clear with the object currZones issue - the zone list is always accurate and... read more | 08/17/2005 (11:19 am) |
| Shapes ignoring sunlight on top of interiors | Yes. :) [i]From above:[/i] [quote] Dynamic DTS objects like players and vehicles select their l... read more | 08/16/2005 (3:44 pm) |
| Weapon Fire Problem | [quote]Im posting it here because I dont believe the lightpack is what caused the problem[/quote] ... read more | 08/16/2005 (3:29 pm) |
| Shapes ignoring sunlight on top of interiors | I would just: - back up the current working source (C++ and scripts). - use WinMerge (or a simil... read more | 08/16/2005 (11:32 am) |
| Weapon Fire Problem | [i]Are the projectiles missing or only the particles?[/i] "[b]Before[/b] I merged I could go in... read more | 08/16/2005 (10:27 am) |
| Shapes ignoring sunlight on top of interiors | Hi Manoel, There was a bug in version 1.3 that caused static DTS objects with receiveSunLight ena... read more | 08/15/2005 (4:21 pm) |
| GID14 entries now up, missing entries, props to Matt Langley | "An announcement will be made about GID15 at some point in the next week or two." Any news yet? :... read more | 08/15/2005 (11:27 am) |
| SGLP Merge Problems | I just took a look at the resource - it should work fine with the Lighting Pack. In the resource co... read more | 08/15/2005 (10:26 am) |
| Lights disappear | Cool! :) Deleting the ml files is a good idea, it will force a relight on all of your missions (t... read more | 08/15/2005 (10:08 am) |
| Lights disappear | Hi John, I got your email: Chances are the scene didn't relight after making the changes to th... read more | 08/15/2005 (8:05 am) |
| Lights disappear | Hi John, Take a look at the console log, are there any errors related to the light objects or dat... read more | 08/14/2005 (8:30 am) |
| Migration doc | Hi Chris, It's only in the 1.3.5 release (but compatible with both 1.3.5 and 1.3), so you'll need... read more | 08/13/2005 (1:19 pm) |
| Static Objects not casting shadows | Hi David, The inside of the towers are already shadowed by the tower walls, the little bit of lig... read more | 08/12/2005 (5:23 pm) |
| Static Objects not casting shadows | "Oh, please do not misunderstand" Woops sorry. :) Orphaned polygons occurs when a brush surf... read more | 08/12/2005 (10:51 am) |
| Static Objects not casting shadows | Out of curiosity what version of TGE are you starting with? The Lighting Pack is based on 1.3 and i... read more | 08/11/2005 (4:04 pm) |
| Static Objects not casting shadows | Did you merge the script changes over? "For the scripts you need to copy the 'example/common/syna... read more | 08/11/2005 (3:51 pm) |
| Static Objects not casting shadows | Ahh... I think you're misunderstanding how the Lighting Pack works. The player casts dynamic shadow... read more | 08/11/2005 (10:12 am) |
| Migration doc | The stencil shadow resource only creates the stencil equivalent of TGE's existing projected shadows,... read more | 08/11/2005 (8:07 am) |
| Static Objects not casting shadows | I just tested this using the Lighting Pack 1.3.5 demo and it works correctly. Starting with the TGE... read more | 08/11/2005 (7:12 am) |
| Static Objects not casting shadows | TGE's collision hulls are very sensitive and the trees are known to work, so I wanted to eliminate t... read more | 08/10/2005 (1:10 pm) |
| Static Objects not casting shadows | I know, I meant do the trees, when put into your mission, cast shadows onto your interior.... read more | 08/10/2005 (1:08 pm) |
| Static Objects not casting shadows | That's odd. Do you see the same problem when using the trees from the Lighting Pack example dir? ... read more | 08/10/2005 (12:54 pm) |
| Static Objects not casting shadows | Rather I should say that for this particular problem we only need to look at sceneLighting.cc.... read more | 08/10/2005 (12:14 pm) |
| Static Objects not casting shadows | Did you run into any problems during the merge - any errors or anything (this may indicate a missed ... read more | 08/10/2005 (12:13 pm) |
| Static Objects not casting shadows | Sounds good - I'll be right over.... read more | 08/10/2005 (12:07 pm) |
| Screwed lightmaps when Alt-Tabing and Caching is off. | Me too. :) That's why I'm asking what you're trying to do, in case there's an easier way to do it... read more | 08/10/2005 (12:06 pm) |
| Static Objects not casting shadows | Ok, lets head over to the private forum.... read more | 08/10/2005 (11:09 am) |
| Screwed lightmaps when Alt-Tabing and Caching is off. | If you are not changing the mission you shouldn't notice a difference - I'm saying that if you chang... read more | 08/10/2005 (11:01 am) |
| Static Objects not casting shadows | Are you using light maps or vertex lighting on the interiors (you can test this by entering "echo($p... read more | 08/10/2005 (10:27 am) |
| Screwed lightmaps when Alt-Tabing and Caching is off. | But then, TGE is using outdated lighting information and you'll still need to perform a relight to g... read more | 08/10/2005 (10:17 am) |
| Screwed lightmaps when Alt-Tabing and Caching is off. | "the cache files can get many and large pretty soon" I didn't realize that's what you were using ... read more | 08/10/2005 (10:14 am) |
| Migration doc | Hi Paul, Sounds cool! TGE 1.4 allows an unlimited number of collision meshes per DTS object, I'm... read more | 08/10/2005 (10:08 am) |
| Static Objects not casting shadows | Are the objects large or small? And are you trying to cast a shadow onto the terrain or an interior... read more | 08/10/2005 (10:02 am) |
| Screwed lightmaps when Alt-Tabing and Caching is off. | I can reproduce this consistently using stock TGE 1.3, however I don't think this is really a bug, i... read more | 08/10/2005 (9:47 am) |
| Screwed lightmaps when Alt-Tabing and Caching is off. | Billy, This could be the problem: "cachelight[b]n[/b]ing = 0" It should be: $pref::scene... read more | 08/10/2005 (9:27 am) |
| Static Objects not casting shadows | Hi David, Make sure the static DTS objects are either of type TSStatic or ScopeAlwaysShape, and t... read more | 08/10/2005 (6:05 am) |
| Migrating to Torque 1.4 (beta) | Thanks! Let me know if it works ok. [i]Hope you don't mind, I'm going mention you in the credi... read more | 08/09/2005 (7:13 am) |
| Synapse Gaming Needs Your Team | Hey Kevin, Thanks! It's awesome working with you guys, and iNterstices is looking great. Talk... read more | 08/08/2005 (1:45 pm) |
| Synapse Gaming Needs Your Team | Hi Matthew, That sounds great. We're looking for a wide range of projects from hardcore games, t... read more | 08/08/2005 (10:00 am) |
| Migrating to Torque 1.4 (beta) | Yup, just uploaded it (uses the link posted above). The method 'setEmapTexture' sets the environmen... read more | 08/08/2005 (9:18 am) |
| Environment mapping and lights | Sure thing, I'm glad that helped. :) The Lighting Pack static lights operate the same as map enti... read more | 08/08/2005 (7:19 am) |
| Migrating to Torque 1.4 (beta) | Thanks guys - I'm glad it's helping out! -John... read more | 08/07/2005 (7:12 am) |
| Migration doc | Hi Paul, The Migration Guide is now packaged up in the Lighting Pack 1.3.5 release (the current r... read more | 08/07/2005 (7:11 am) |
| Environment mapping and lights | Hi William, The Lighting Pack can be setup to render interior textures with alpha channels in two... read more | 08/07/2005 (7:07 am) |
| Migration Help | Hi Paul, The Migration Guide is now packaged up in the Lighting Pack 1.3.5 release (the current r... read more | 08/07/2005 (6:39 am) |