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) |