Game Development Community

John Kabus (BobTheCBuilder)'s Forum Posts

Thread Post Date Posted
Particle engine crashes when removing emitters Hi Ben, Cool, I'm glad this is fixed - fyi; the player, vehicle, and explosion particle emitters ... read more 08/05/2005 (2:04 pm)
Migrating to Torque 1.4 (beta) Hi Jason, That resource is a little limited - using the updated GuiObjectView in-game causes prob... read more 08/05/2005 (7:41 am)
Migrating to Torque 1.4 (beta) Thanks Ray! :)... read more 07/28/2005 (7:36 am)
Migrating to Torque 1.4 (beta) Hi Ray, Just follow the normal Migration Guide instructions for merging the Lighting Pack into an... read more 07/27/2005 (6:54 pm)
DTS to DTS shadows? That's true. :)... read more 07/25/2005 (8:31 pm)
DTS to DTS shadows? That will work, but the problem you'll run into is that Torque's performance drops quickly when you ... read more 07/25/2005 (3:24 pm)
Synapse lighting Thanks, Stefan - I'm just glad to help out! :) -John... read more 07/25/2005 (9:01 am)
Moving to the Lighting Pack Actually the 1.3.5 release is solid, I only labeled the release as a beta because the docs are incom... read more 07/25/2005 (8:38 am)
DTS to DTS shadows? Hi Neil, Player to DTS shadows can be enabled, but the shadows lay across the DTS object's collis... read more 07/25/2005 (8:30 am)
Synapse lighting Hi guys, The Lighting Pack will definitely be a separate product. The Lighting Pack focuses on s... read more 07/24/2005 (4:24 pm)
Moving to the Lighting Pack Hi Thomas, That information in the Migration Guide was directed more towards existing Lighting Pa... read more 07/23/2005 (3:25 am)
Why when do i compile synapse do i loose my targa support? Hi Michael, Thanks! :) -John... read more 07/22/2005 (10:59 am)
New: wheeled vehicle shadow code Those are at the top of my list. :) All of the docs are getting a makeover, but the Modeler's Gui... read more 07/22/2005 (1:23 am)
Why when do i compile synapse do i loose my targa support? I've posted [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=32542]info on the update[... read more 07/22/2005 (1:03 am)
Does the lighting pack change player.h or player.cc? Hi Thomas, Nope, all of the player changes (like rendering and shadows) are done in one or more o... read more 07/21/2005 (9:21 pm)
Why when do i compile synapse do i loose my targa support? Hey guys, I checked out the latest TGE 1.4 code and vehicle wheel shadows are [b]not[/b] included... read more 07/21/2005 (9:14 pm)
Why when do i compile synapse do i loose my targa support? Hi guys, Targa support works great with the Lighting Pack (just make sure to apply all of the cha... read more 07/20/2005 (1:51 am)
Scene Lighting Menu Won't Come Up All of the editor changes are located in 'common/editor/EditorGui.cs' and 'common/editor/objectBuild... read more 07/17/2005 (8:32 pm)
Scene Lighting Menu Won't Come Up Hi John, You need to merge the Lighting Pack script changes into your project. If you compare th... read more 07/17/2005 (12:41 pm)
Where is migratioin guide? Hi Yanling, The Migration Guide started shipping in version 1.3.5 of the Lighting Pack (so you'll... read more 07/13/2005 (12:39 am)
Relight times Hey guys, I'm working on a few new tools to speed up relight times while editing missions. These... read more 07/11/2005 (10:31 pm)
DTS shadow repeats on terrain. You can disable static object shadows in the Lighting Pack code, but for more details we'll need to ... read more 07/11/2005 (7:27 am)
Relight times Hi Cameron, Sure thing I'm glad it helped. Hi Desmond, The Lighting Pack Light Editor has... read more 07/11/2005 (6:49 am)
Migrating to Torque 1.4 (beta) Hi Markus, I would migrate to TGE 1.4 first, because this will probably have the biggest impact o... read more 07/11/2005 (6:36 am)
DTS shadow repeats on terrain. Hi Chris, Torque uses a repeating terrain, which tiles the original terrain mesh, textures, and l... read more 07/11/2005 (6:18 am)
Relight times The 'Original Stock' lighting model is the default (named because of its similarity to the stock TGE... read more 07/08/2005 (8:23 am)
Day Night and Lighting Pack Hi guys, Trying to add the 'gCelestials->mSunVector' into all of the lighting code (both TGE and ... read more 07/08/2005 (8:11 am)
Relight times Inverse square, yup that sounds familiar. I have an update that should give you a performance boost... read more 07/07/2005 (8:41 pm)
Relight times I've looked into adding an early-out for Interior::castRay_r too, but it caused problems with interi... read more 07/07/2005 (11:52 am)
Relight times Hi Cameron, Which of those changes made the biggest improvement for you (I'm guessing the border ... read more 07/07/2005 (10:33 am)
Is there an error in lighting the player.dts?? Hi Joseph, You can change the player and vehicle lighting to a directional lighting (similar to T... read more 07/06/2005 (3:29 pm)
Status of 1.3.5 Hi Markus, Yep, it's all in the 1.3.5 download link. There's also a small [url=http://www.garage... read more 07/02/2005 (1:50 pm)
Status of 1.3.5 Hi Markus, Version 1.3.5 is in perfect working order and all of the docs are updated except for t... read more 06/30/2005 (9:05 pm)
What in the world? Hi guys, Just to clarify; the same source tree works when built with TBE, but not VC6? TBE and V... read more 06/29/2005 (1:15 pm)
Please move sg scripts to common folder Ok, it sounds like that won't work - I was hoping those functions would provide alternative location... read more 06/28/2005 (6:17 pm)
Is there a line missing from the lighting pack in terrRender.cc? Hi Joseph, The Lighting Pack code replaces that line, so you can safely ignore it (or you can lea... read more 06/26/2005 (10:45 am)
Please move sg scripts to common folder The script file 'common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs' contains all of t... read more 06/26/2005 (5:23 am)
Starter.racing Hi guys, Doing a quick comparison between the script files in 'starter.fps' and 'starter.racing' ... read more 06/24/2005 (1:47 pm)
Please move sg scripts to common folder You can try using 'initBaseClient' and 'initBaseServer' in 'common/main.cs', these might work (thoug... read more 06/24/2005 (3:18 am)
Multiple mesh .dts not lighting fully [quote]Probably so, yes. But if it turns out very dark (without using self-illumination) it wouldn't... read more 06/23/2005 (6:40 am)
Multiple mesh .dts not lighting fully Hi Magnus, I agree that it's not an ideal solution, but Torque's two sided material support looks... read more 06/22/2005 (6:19 am)
Please move sg scripts to common folder Hi Jerald, The Migration Guide contains a list of the changed files, so you can skip over the fil... read more 06/21/2005 (6:52 pm)
Multiple mesh .dts not lighting fully Hi guys, In both TGE and the Lighting Pack two sided materials do not light up properly, this is ... read more 06/21/2005 (6:32 pm)
Attaching Light to a Particle Hi Chris, It sounds like Torque didn't recompile the script file, which can sometimes happen - la... read more 06/18/2005 (3:41 am)
Lighting Pack And 1.4 No problem, that's what I'm here for. :) When you download the latest Lighting Pack (1.3.5) make... read more 06/17/2005 (3:16 pm)
Attaching Light to a Particle Hi Chris, Glad to hear everything turned out ok. :) Could you post the datablock values you used... read more 06/16/2005 (12:37 pm)
Lighting StaticShapes That code is in 1.3.5, but even without the support the objects would still render, they just didn't... read more 06/13/2005 (4:42 pm)
Lighting Pack And 1.4 The Lighting Pack works great with TGE 1.4, I've been running it here for some time. The only diffe... read more 06/13/2005 (3:48 am)
Why when do i compile synapse do i loose my targa support? 'getRenderImageTransform' doesn't properly transform from the wheel's object space, through the vehi... read more 06/08/2005 (11:28 am)
Pulse light Hi Howard, For full animation on all object types (such as interiors and the terrain) the light n... read more 06/08/2005 (10:59 am)