Game Development Community

John Kabus (BobTheCBuilder)'s Forum Posts

Thread Post Date Posted
Lightmap size limit The dif light map size is limited to 256x256. The easiest way around this is to break large brushes... read more 12/14/2006 (4:14 pm)
Dts invisable inside buildings Did the logo item look correct? How does the chest look and is it close enough to the light objects... read more 12/14/2006 (3:49 pm)
TGE 1.5 mounted item on object crash Lights won't affect object->object mounting. What line of code does the editor halt on in the deb... read more 12/10/2006 (11:45 am)
Lights: Tower.dif vs myOwn.dif? Oddly enough I can't find a TDN article that explains portals, and the holodeck is down (an excellen... read more 12/10/2006 (11:41 am)
TGE 1.5 mounted item on object crash Are you mounting lights or items?... read more 12/10/2006 (11:13 am)
Torque 1.5 performace hit? Cool. :) You could add that pref to the options dialog, so players can turn it on or off depending ... read more 12/10/2006 (11:11 am)
Lights: Tower.dif vs myOwn.dif? Make sure you're using portals and they're set to block outside ambient lighting.... read more 12/10/2006 (10:33 am)
Torque 1.5 performace hit? Try setting [b]$pref::LightManager::sgBlendedTerrainDynamicLighting[/b] to false. This disables the... read more 12/10/2006 (10:31 am)
Torque 1.5 performace hit? I'll take a quick look at the starter.fps demo. Were you using fxLights in 1.4 and are they mostl... read more 12/10/2006 (10:06 am)
Torque 1.5 performace hit? Are you comparing the TGE 1.4 and TGE 1.5 demo missions, or running the same mission using the 1.4 a... read more 12/10/2006 (9:32 am)
Shadow Problems I sent you a follow up email in Nov - did you get it?... read more 12/08/2006 (9:37 am)
Getting the TLK working in TGE 1.5... [url=http://tdn.garagegames.com/wiki/Torque/LightingSystem]Torque Lighting System TDN Section[/url] ... read more 12/08/2006 (9:16 am)
Creating Shadows for dts objects... Did you try scaling the objects up?... read more 12/08/2006 (9:06 am)
About shadows and DTS files I verified that 1.5 is working as expected. When the object is scaled it often needs to be moved ... read more 12/08/2006 (8:56 am)
Scaled Vehicles Shadows Issue Cool all fixed in svn - next release this change will be in.... read more 12/05/2006 (8:12 am)
Moon Phases Ah, I thought you wanted to illuminate the player - it sounds like you're trying to use lighting to ... read more 12/05/2006 (8:06 am)
SgDecalProjector != distance fog You're probably better off adding fog into the rendering pass. I did mention the rendering pass ear... read more 12/05/2006 (8:01 am)
Creating Shadows for dts objects... Adding DTS objects from the Mission Creator's Static Objects list adds them as TSStatics. Try sca... read more 12/05/2006 (7:42 am)
About shadows and DTS files The object probably needs to be moved away from the terrain or interior as it's scaled to avoid over... read more 12/05/2006 (7:33 am)
Scaled Vehicles Shadows Issue Sounds like a bug. Try changing line 342 in sgObjectShadows.cc from: [code] shadow->renderToBit... read more 12/04/2006 (9:17 pm)
Moon Phases You could custom code a light thats always 1500 units from the player, but a dynamic light that size... read more 12/04/2006 (9:06 pm)
IS it me or the Lighting Kit? Hi Ron, That code wasn't ported to TGE 1.5, in fact it's mostly commented out in TLK. But you sh... read more 12/04/2006 (8:30 pm)
Transparent objects and shadow darkness That was a "only mostly worked", but hey it was a quick prototype. :) I'll definitely try and put s... read more 12/04/2006 (8:11 pm)
Disappearing shadows Hi Kresimir, Torque uses the shadow caster's scene visibility to cull shadows for performance. Y... read more 12/04/2006 (7:53 pm)
Creating Shadows for dts objects... Hi Miguel, Make sure your object is a TSStatic and that it's large enough to cast a shadow on the... read more 12/04/2006 (7:43 pm)
DTS Collision Mesh & Lighting Hi Scott, 1 - the collision mesh shouldn't affect the main mesh's lighting. Make sure the collis... read more 12/04/2006 (7:33 pm)
SgDecalProjector != distance fog I'm not insulted by your experience with 1.5, I'm insulted by your tone in the last few posts. As... read more 12/03/2006 (3:41 pm)
SgDecalProjector != distance fog I think you need to calm down, no one is insulting your intelligence. I assumed because [i]you[/i] ... read more 12/03/2006 (12:19 pm)
SgDecalProjector != distance fog TLK is still very much supported, however all of your threads are about trying to do things with the... read more 12/03/2006 (7:20 am)
Who turned out the lights in 1.5? Hmm, I didn't see that info in there - make sure your light datablocks are located in 'example\commo... read more 11/29/2006 (11:05 am)
Who turned out the lights in 1.5? Make sure your light datablock files are in the right place - read [b][url=http://tdn.garagegames.co... read more 11/29/2006 (11:03 am)
SgDecalProjector != distance fog Torque's decals are not affected by fog. There's no easy way enable this other than changing the re... read more 11/29/2006 (11:01 am)
SgDecalProjector help Decals are always rendered, it's best to use them for simpler detail textures (like dirt, liquid, si... read more 11/29/2006 (10:55 am)
MountedObjects shadows Screen shots?... read more 11/29/2006 (10:49 am)
Transparent objects and shadow darkness 1 - prototyped it, but didn't look good. Still have a few ideas. The shadow blur is built into t... read more 11/29/2006 (10:48 am)
Shadow editor Try using a cube light mask - define a cube map with all black textures except for the bottom textur... read more 11/29/2006 (10:42 am)
ShadowCanMove for StaticShape I think the logic was that static objects don't move in game, and theres a lot of overhead in enabli... read more 11/29/2006 (10:36 am)
1.5 Shadow clipped Jeff nailed it - the face that isn't displaying the shadow is facing away from the object's center (... read more 11/29/2006 (10:30 am)
Using the Lighting kit editor Ah, you're talking about the dynamic shadows - I thought the question was regarding static shadows. ... read more 11/29/2006 (10:00 am)
Lighting in Torque Are you using the terrain or any interiors that are beneath the building object, or only the DTS obj... read more 11/29/2006 (9:48 am)
Shadow Problems Yup, sent over an email.... read more 11/15/2006 (9:53 am)
Visual Studio 2005 Express support for TLK TLK 1.4.2 supports VC2005 out of the box - you should need this resource any more.... read more 11/15/2006 (9:53 am)
Is TLK dead? TLK is still very much supported, but any new features will go into TGE 1.5, TGEA (TSE), or Torque X... read more 11/15/2006 (9:50 am)
Using the Lighting kit editor I added the missing lighting system exec to tut.base - it should be fixed in the next release. Th... read more 11/15/2006 (9:31 am)
1.5 Squaresize other than 8 And Painted textures. It works great here. It sounds like you're painting outside of the main tile. When you toggle to t... read more 11/08/2006 (6:23 am)
Torque X Questions Hi Matt, 2) - we're working on an generic effect that loads user defined fx files.... read more 11/08/2006 (6:11 am)
Shadow Problems Hi Howard, Can you post a screen shot? Are there any collision brushes or brushes with null su... read more 11/08/2006 (6:04 am)
1.5 player weapon ambient light Hi Ando, Can you post a screenshot, the lighting is based off of the terrain or interior below th... read more 11/08/2006 (5:57 am)
HDR/DRL Implementation Question The formats are selected in [i]sgFormatManager::sgInit()[/i] based on hardware support. DRL and HDR... read more 11/07/2006 (1:18 am)