Game Development Community

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)