John Kabus (BobTheCBuilder)'s Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Self shadowing | Try adjusting the shadowBias to see if the shadow is being culled. As an example try setting the ... read more | 03/15/2007 (1:06 pm) |
| DRL - Is this normal or did I break something | In the first image you have HDR enabled - depending on the hardware's floating point buffer performa... read more | 03/15/2007 (12:54 pm) |
| Why no shadows on tsstatics? | TSStatics cast [i]static[/i] shadows, which are baked into the terrain and interior light maps. Bec... read more | 03/15/2007 (12:28 pm) |
| Translucency in DTS Shape derived shadows | Phil, I'll make a deal with you; we'll bump up development of shadow alphas if you guys finish your ... read more | 03/10/2007 (12:24 pm) |
| Smoothing Lightmaps Across Faces / Brushes | Nope, I didn't give up. The problem always comes down to the tool chain - your interior creation to... read more | 03/06/2007 (4:06 pm) |
| SgDecalProjector != distance culling | Awesome! Is the fog automatically applied during rendering, or did you have to alter the rendering ... read more | 03/02/2007 (1:26 pm) |
| Problem attaching a light to a player | The changes would definitely be in both sgLightObject and fxLight.... read more | 03/02/2007 (1:25 pm) |
| TLK doesn't light Translucent Interiors | Probably a good bit - it would be awesome if someone could try porting this resource over to TGE 1.5... read more | 03/02/2007 (1:23 pm) |
| Problem with DTS Shadow | If the file is around 1M you can send it directly to me (email in profile), otherwise upload the fil... read more | 03/02/2007 (1:12 pm) |
| TGE 1.5 ownership != Lighting Pack resource access | Check out this thread: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=52854[/url] ... read more | 02/26/2007 (10:45 am) |
| Problem attaching a light to a player | I thought I merged those changes back into TGE 1.5, if not then I did it right after the release and... read more | 02/26/2007 (10:43 am) |
| GLOBAL sun light still broken? | Atlas currently uses the baked in lighting from the terrain generation tool.... read more | 02/26/2007 (10:34 am) |
| SgLights not affect water? | As intended for 1.0, but I'll add it to my list of feature requests.... read more | 02/26/2007 (10:28 am) |
| Problem with DTS Shadow | Can you send over a test mod that shows the one or two objects that are not shadowing correctly and ... read more | 02/26/2007 (10:27 am) |
| Can somebody make a tutorial on exporting lightmaps in 3DS Max? | What help section do you mean? You can't easily load external light maps into Torque (without bak... read more | 02/26/2007 (10:13 am) |
| Decal Projector TGEA R1 | Hmm, good catch - that's definitely a bug. There are two calls to [b]castRay[/b] in [b]lightingSy... read more | 02/26/2007 (10:03 am) |
| Animated interior lights - broken, or need some magic? | Dynamic entity lights are slowly being phased out. They are not widely used and can have a nasty pe... read more | 02/26/2007 (9:46 am) |
| TSStatic::renderShadow? where it is? | Look you're not coming across any less rude, I'm hoping this is a simple misunderstanding and not in... read more | 02/21/2007 (7:36 pm) |
| TSStatic::renderShadow? where it is? | Whoa, calm down - there's no need to get upset. The shadow code is there, but not used - TSStatic... read more | 02/21/2007 (5:56 pm) |
| Dynamic Shadows | Check out the TDN article; [b][url=http://tdn.garagegames.com/wiki/TorqueShaderEngine/LightingSystem... read more | 02/21/2007 (5:48 am) |
| Interior's interior render bug | Make sure you're using the TGEA 1.0 map2dif or map2dif+, test with a clean TGEA 1.0, and make sure t... read more | 02/18/2007 (12:18 pm) |
| 1.5: WaterBlock placement bug if terrain.squareSize > 8 | Thanks bank! Does this fix also work when squareSize <= 8? That seemed to work before. Can a fe... read more | 02/18/2007 (12:10 pm) |
| SgLightObject Static lighting | Is that a static light? If so the sun is possibly too bright, which is over-saturating the interior... read more | 02/15/2007 (4:25 pm) |
| TGEA RC1 Bug : ProjectileData LightRadius | Thomas and Stefan - can you guys double check your projects' atlas and terrain material definitions ... read more | 02/14/2007 (7:36 pm) |
| TGEA RC1 Bug : ProjectileData LightRadius | Hi Bryce, We're looking into the first two (which are the same issue, right? - atlas dynamic ligh... read more | 02/14/2007 (12:46 am) |
| Objects get fully lit when at a certain height | It sounds like the sampling that occurs in SceneObject::getLightingAmbientColor (to determine the ob... read more | 02/10/2007 (9:54 pm) |
| Delete the xxxx.ml files | That's very odd. I have a couple of quick questions to help narrow down what's happening: What T... read more | 02/10/2007 (9:48 am) |
| TGEA 1.0 advanced updated | Can you post an image of the black surface issue, I was unable to reproduce it here.... read more | 02/09/2007 (3:11 pm) |
| TGEA MS 4.2 Release | @addiktive, try RC1 - also what hardware are you running? @Sparkling, make sure to compile your i... read more | 02/09/2007 (10:19 am) |
| Can't get lit objects to be translucent | Also are you setting the transparency using the texture's alpha channel or the object's VisibilityL... read more | 02/05/2007 (11:22 am) |
| Can't get lit objects to be translucent | Try running a new TankBuster project, the bombs are transparent and receive lighting. Are they rend... read more | 02/05/2007 (10:26 am) |
| DIF textures appear white... | Post a zip of the dif and texture and someone will take a look at it.... read more | 02/04/2007 (10:39 am) |
| Lighting Serialization Bugs | Hi Alex, I reported this bug to the team ([url=http://tdn.garagegames.com/mantis/view.php?id=2615... read more | 02/01/2007 (11:28 pm) |
| TGEA MS 4.2 Release | @Thomas, I can't recreate the problem here. Make sure you're seeing this in a clean 4.2 (try dow... read more | 02/01/2007 (12:18 pm) |
| Shortage of TGEA?? | Is the leak constant (continual every few seconds) or when re-starting missions? Also is this usi... read more | 01/31/2007 (5:54 pm) |
| Shortage of TGEA?? | HDR/DRL requires ps 2.0 or higher.... read more | 01/31/2007 (10:18 am) |
| Lighting not affecting the dts player | Interior light maps are not available to system memory during runtime, meaning vertex lighting info ... read more | 01/31/2007 (10:14 am) |
| Bad Lighting? | Set the sun's color and ambient to (0, 0, 0) and relight - did it affect the scene? If not check yo... read more | 01/31/2007 (10:01 am) |
| . | In TGE/TLK only static lights can be spotlights (TSE supports dynamic spotlights).... read more | 01/31/2007 (9:53 am) |
| Shadow | You're seeing shading not shadows - shading is the attenuation of lighting based on the light's rela... read more | 01/31/2007 (9:27 am) |
| TGEA M4.2 How to make selfshadow(light Map) on DTS? | You can't light map DTS objects, but you can enable dynamic shadows and self shadowing on ShapeBase ... read more | 01/25/2007 (8:06 pm) |
| TGEA MS 4.2 Release | @ Thomas - I'll take a look at it.... read more | 01/25/2007 (7:57 pm) |
| 1.5 Lighting/Shadows weirdness | This could be related to the shadows not moving, try this: There's a fix in TGE 1.5 head that was... read more | 01/25/2007 (7:49 pm) |
| Bad Lighting? | Try using the same exterior textures as the cottage (oak2, castlestone1a, ik_brick_12864a, IK_WOODV2... read more | 01/24/2007 (7:55 pm) |
| Sample Lighting Values | Actually if Tim is interested in posting his presentation from our IGC 2005 Lighting Design session ... read more | 01/24/2007 (2:38 pm) |
| Sample Lighting Values | There are a few things going on in the scene which is making it difficult to tune the HDR/DRL. The ... read more | 01/24/2007 (12:21 pm) |
| Shadows class derived from Sceneobject | I don't have any code here that integrates those two (I only have access to the original resource). ... read more | 01/24/2007 (10:00 am) |
| Sample Lighting Values | Do you have a few screenshots of what you're seeing? For ideas of how to setup the values check o... read more | 01/24/2007 (9:55 am) |
| Bad Lighting? | You're not using the same textures. The textures from Tim's interior packs are color and intensity ... read more | 01/24/2007 (9:35 am) |