Game Development Community

John Kabus (BobTheCBuilder)'s Forum Posts

Thread Post Date Posted
Problem starting map with many staticShapes [quote] [b]ScopeAlwaysShape[/b] - for animated objects and scenery that are [b]always in scope[/b] ... read more 01/22/2007 (2:58 pm)
Dark shapebase objects. It's setup to determine lighting information on moving objects from the environment, so when the obj... read more 01/22/2007 (12:24 pm)
How do I fix the NoSuitableGraphicsDeviceException exception? TorqueX 1.0 will support ps 1.1 and provide fallbacks so you can add shaders that require higher ps ... read more 01/22/2007 (11:30 am)
New Decal eliminates UniversalLight Probably the best thing to do is run the game in stock TLK 1.4 and see if it still happens. If not ... read more 01/22/2007 (11:25 am)
Shadows class derived from Sceneobject It won't be in the core engine - we were hoping Duncan would release a new version of the resource f... read more 01/22/2007 (11:23 am)
Lighting custom object - to dark I posted in your other thread. For anyone with a similar problem that doesn't have access to that... read more 01/22/2007 (11:21 am)
Just want to re-confirm the translucent texture shadow bug.. In any code drops later than MS4 the shadows should ignore transparent surfaces and the shadow stren... read more 01/22/2007 (11:16 am)
DTS to DIF Dynamic Shadows? Hi Tom, Can you be more specific about which surfaces are working and which are not, or post a fe... read more 01/22/2007 (11:12 am)
Dark shapebase objects. What are the lighting options used on the TSStatic objects? I'm guessing receiveSunLight is enabled... read more 01/22/2007 (11:07 am)
Stylized Diffuse Amount in 1.5 That should work great. A number of TLK's lesser known or rarely used features were removed in the ... read more 01/22/2007 (10:47 am)
1.5 Lighting/Shadows weirdness You didn't provide any information on the types of objects and their datablock definitions, so it's ... read more 01/22/2007 (10:43 am)
Problem starting map with many staticShapes Changing the default scoping is a bad idea that can cause problems down the road. Torque already ha... read more 01/22/2007 (10:30 am)
A better Blender::blend_vec() Terrain textures are cached after blending, so though it looks like blender is only using 1.4%, it's... read more 01/17/2007 (2:56 pm)
Smoothing Groups We need to update the engines to support Constructor's extended features (static meshes, smooth shad... read more 01/14/2007 (3:22 pm)
Interiors used to be initially lighted That feature was added in either TGE 1.4 or 1.4.2 - you can disable it in worldEditor.cc on line 471... read more 01/14/2007 (12:45 pm)
Who turned on the light? Hi Stu, Is specular mapping enabled - did you try it with only bump mapping? I did notice the or... read more 01/10/2007 (8:25 pm)
Highlight Brushes with Larger than 256x256 lightmaps Light maps are textures that display the way lighting appears on a surface, so no realtime or dynami... read more 01/10/2007 (8:19 pm)
Need help with light So the light maps aren't reload after the device is lost? Hmm, thats not good - I'll definitely p... read more 01/10/2007 (7:56 pm)
Highlight Brushes with Larger than 256x256 lightmaps Constructor's internal dif exporter (I'm not sure if it's fully implemented yet) uses Constructor's ... read more 01/08/2007 (1:40 pm)
FxShapeReplicator Shadow error Hmm, thats weird - this is definitely something unique to the shape replicator. The shape replicato... read more 01/05/2007 (9:44 pm)
New TLK resources: DRL with Bloom and GuiObjectView Check out this thread; [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=52854]TLK Reso... read more 01/05/2007 (9:34 pm)
Purchase TGE 1.5, do you get access to 1.42 and TLK The site's product access is not currently setup to do that. Most people should be using TGE 1.5 - ... read more 01/05/2007 (9:24 pm)
FxShapeReplicator Shadow error Hmm, weird - I have a few questions: Is the static DTS in the image a TSStatic? Does this ha... read more 12/31/2006 (11:03 am)
Pref::Interior::DynamicLights -- Missing or Replaced? Hey Jeff, Dynamic lighting is always enabled in TSE. Collecting the interior dynamic lights and ... read more 12/31/2006 (10:49 am)
Error while lighting interior on Mac [TGE 1.5 I *think* for that to be the case, either the big/little endian compatibility would have been broken... read more 12/30/2006 (10:53 am)
Vs2005 tge 1.5 build problems TGE 1.5 is compatible with VC2005 out-of-the-box. You don't need to download the platform SDK or us... read more 12/29/2006 (8:19 pm)
Error while lighting interior on Mac [TGE 1.5 Try recompiling your difs with map2dif 1.5 (this will certainly help the relight times), the data co... read more 12/29/2006 (8:13 pm)
I need clear definition on TLK TGE 1.5 and TSE both have the Lighting Kit incorporated into their respective engines, so you do n... read more 12/28/2006 (6:47 pm)
Where can I get demo of TLK for TSE? The Torque Lighting Kit is no longer a separate package. It is incorporated into the engine by defa... read more 12/28/2006 (3:30 pm)
Error while lighting interior on Mac [TGE 1.5 The assert is used to make sure the lighting system doesn't try to access data outside of the light ... read more 12/28/2006 (2:35 pm)
Why is TGE 1.5 So slow This thread explains how to test the performance between TGE 1.4 and 1.5, and why: [b][url=http://ww... read more 12/24/2006 (10:07 pm)
Crash W/O Relight So far this is what we know (please correct me if this is wrong): -the modified engine and missio... read more 12/23/2006 (9:56 am)
Crash W/O Relight [i]question removed[/i] Never mind. Sorry, that was a stupid question - you already said the mi... read more 12/23/2006 (9:04 am)
ShowTool is crashing Are you using TST Pro or the free Show Tool mod? When running in debug mode where does the code h... read more 12/22/2006 (8:53 pm)
Crash W/O Relight Did your game mission relight correctly in stock 1.5 (or is your mission the slightly modified Stron... read more 12/22/2006 (8:38 pm)
Other Problem, look the picture With both the terrain painting and editing you're seeing the terrain tile. Just as textures repeat,... read more 12/22/2006 (8:14 pm)
TerrRender.cc multitexture problem GL_TEXTURE3_ARB is available in the main terrain rendering pass. Disabling blended lighting also ... read more 12/22/2006 (7:39 pm)
Crash W/O Relight Does the mission have a lot of detailed interiors? When testing against the WarZone demo (an old un... read more 12/21/2006 (4:18 pm)
Compiling problems TGE 1.5 Cool, thanks for pointing those out too. I checked in the changes, these should go out with the nex... read more 12/21/2006 (3:50 pm)
Compiling problems TGE 1.5 Try changing line 37 of optimizedPolyList.h from: [code] Poly::Poly() { plane = -1; vertexCount ... read more 12/21/2006 (12:32 pm)
Crash W/O Relight Does it work with a Production relight? If not are the ml flies or the mission directory write prot... read more 12/21/2006 (12:20 pm)
Ok Light Leaks and Missing faces hand in hand Btw: Constructor is not using map2dif, I said [b]similar[/b] code (in respect to BSP) - it uses a to... read more 12/20/2006 (9:48 am)
Ok Light Leaks and Missing faces hand in hand It's not that there are known issues with map2dif (at least regarding what I mentioned above) or the... read more 12/20/2006 (9:44 am)
Ok Light Leaks and Missing faces hand in hand As far as I can tell the geometry scale is only used to change the interior's size before bringing i... read more 12/19/2006 (11:50 am)
Strange light effect It looks like thats the fog radius kicking in - is fog enable in the mission and is it set to black?... read more 12/18/2006 (4:08 pm)
Non-baked building shadows - again (for John Kabus) Cool, like I mentioned changing the shadow distance and intensity is easy in TGE 1.5: [b]Changi... read more 12/16/2006 (1:01 pm)
Non-baked building shadows That bug was from TLK 1.4 - it's fixed in TLK 1.4.2 and TGE 1.5, so you shouldn't have to worry abou... read more 12/15/2006 (10:15 pm)
Lightmap size limit Hi Michele, It's best to balance brush and light map sizes, so you don't have too many brushes or... read more 12/15/2006 (10:12 pm)
Non-baked building shadows With the source you can easily increase the DTS shadow distance and the intensity.... read more 12/14/2006 (7:40 pm)
Shadow Problems Hmmm, maybe it bounced back: [quote] I'm not sure I see the problem, the shadows that bleed out ... read more 12/14/2006 (4:26 pm)