Game Development Community

Matt Kronyak's Forum Posts

Thread Post Date Posted
TGEA 1.7.1 Atlas with 8 blended textures? I just wanted to report that I've been successful in storing, loading and using two opacity maps! ... read more 10/01/2008 (3:55 am)
Two questions about polysoup and DIFs I'm not sure about the first one (I've seen this happen before but I'm not involved in the art creat... read more 09/30/2008 (2:25 am)
TGEA 1.7.1 Atlas with 8 blended textures? Henri, I appreciate your feedback. Your description of atlasBlenderPS20P appears to still be accu... read more 09/30/2008 (2:22 am)
TGEA 1.7.1 Atlas with 8 blended textures? When I say they aren't appearing correctly I mean they aren't appearing at all. I haven't defined a... read more 09/30/2008 (12:52 am)
TGEA 1.7.1 Atlas with 8 blended textures? I've been digging through this more over the past week and while I haven't gotten more than 4 terrai... read more 09/29/2008 (10:32 pm)
Network water missing on client My "fix" above apparently did have some negative consequences. While water re-appeared in a dedicat... read more 08/20/2008 (6:41 am)
TGEA 1.7.1 no longer uses png alpha for specular map? After further investigation it looks like there isn't a problem with the specular mask / alpha layer... read more 08/17/2008 (5:26 am)
TGEA 1.7.1 no longer uses png alpha for specular map? Hm. According to the TGEA 1.7.1 documentation: [quote] The Alpha Channel Translucency and other... read more 08/17/2008 (5:04 am)
Network water missing on client I also see this happening. I made a change which appears to fix it but I haven't thoroughly tested ... read more 08/16/2008 (7:45 pm)
Indefinitely loop an animation on player with afxAnimClipData? The animation wasn't exported as cyclic. That did the trick. Thanks again.... read more 06/27/2008 (10:55 pm)
Indefinitely loop an animation on player with afxAnimClipData? Thanks Jeff. I'm waiting to hear back from the guys who do artwork and animation for me. I suspect... read more 06/27/2008 (4:00 pm)
TGEA 1.7.0 Beta1 feedback Reading over J.C. Smith's post again I see what's talking about with it not working on "mega terrain... read more 04/04/2008 (2:07 am)
TGEA 1.7.0 Beta1 feedback The following information was verified TGEA 1.7.0 Beta 2 but a quick peek at the code in TGEA 1.7.0 ... read more 04/04/2008 (1:18 am)
TreeRep Port I haven't tried this in TGEA 1.7, but I believe the 1.7 has a fully functional fxShapeReplicator in ... read more 03/23/2008 (3:30 am)
TGEA 1.7.0 Beta 1 Bug- Pink Screen - No Console You need the latest version of DirectX 9. You can get it here: [url]http://www.microsoft.com/dow... read more 03/21/2008 (10:58 pm)
Bugfix to actually allow ~512 animation sequences Note that I changed NumSequenceBits to 10, allowing for 1024 sequences. For the player object to be... read more 03/21/2008 (7:36 pm)
Bugfix to actually allow ~512 animation sequences TsShapeConstruct.cpp [code] //--------------------------------------------------------------------... read more 03/21/2008 (7:34 pm)
Bugfix to actually allow ~512 animation sequences Here's the code: tsShapeConstruct.h [code] //----------------------------------------------------... read more 03/21/2008 (7:34 pm)
Bugfix to actually allow ~512 animation sequences Just a small update on this for anyone who might be interested. I managed to get an implementatio... read more 03/21/2008 (7:33 pm)
Getting the players coordinates... You can use getTransform and setTransform to get the player position and rotation.... read more 03/19/2008 (5:19 pm)
TGEA 1.7.0 Beta 1 Bug - Shadow bug I can confirm that this is happening, but that's not an interior ;)... read more 03/18/2008 (9:38 pm)
Distributing TGEA Did you send him a copy with only the compiled .dso files (all of the .cs files deleted), or did you... read more 03/16/2008 (5:36 pm)
PlayerList[playerCount]? There is a lot of old stuff floating around in the engine source. In some cases it may be of use, o... read more 03/15/2008 (10:58 pm)
Bugfix to actually allow ~512 animation sequences Those are all of the engine changes. In any TSShapeConstructor datablock on the server, add in UseC... read more 03/15/2008 (7:23 pm)
Bugfix to actually allow ~512 animation sequences To explain how I ended up with this solution I should note some of the things I tried first. Orig... read more 03/15/2008 (7:23 pm)
Bugfix to actually allow ~512 animation sequences I tested my animation sequences in a client/server environment with Jeff's console output and sure e... read more 03/15/2008 (7:21 pm)
Transparency and "that other" issue :) Actually, as a follow up to my last post, those are only in regards to TGEA. I'm not sure how you'd... read more 03/14/2008 (3:59 pm)
Transparency and "that other" issue :) I wasn't able to see the screenshot because imageshack is blocked on the firewall at my job, but I h... read more 03/14/2008 (3:58 pm)
Bugfix to actually allow ~512 animation sequences @Peter: That seems like the ideal solution. Should the list of animation sequences ever change it w... read more 03/14/2008 (2:02 pm)
Bugfix to actually allow ~512 animation sequences Thanks for that snippet Jeff. I have around 200 animation sequences for the player, so losing eve... read more 03/14/2008 (1:50 pm)
Bugfix to actually allow ~512 animation sequences Interesting. Thanks for the heads up Jeff. I'll keep this in mind if I run into any further issues... read more 03/14/2008 (6:40 am)
Medieval Farm pack -DEXSOFT-GAmes Would you consider selling a props pack with just the props from your recent packs?... read more 03/12/2008 (12:47 pm)
FoliageReplicator Upgrades For TSE Sometimes just typing things out helps a lot when trying to solve a problem. I'm fairly sure I so... read more 02/23/2008 (10:21 am)
FoliageReplicator Upgrades For TSE Great work on this resource. I have encountered two issues with it that perhaps someone else has ru... read more 02/23/2008 (9:58 am)
Crash in tsMesh (AFXA 1.1 with modified engine) @Adam: Are you using the datablock cache? Whenthe client loads from a datablock cache it crashes at... read more 02/16/2008 (8:13 pm)
MINOR BUG during folder creation Another small bug related to folders. If you expand a folder in the directory browser then hold s... read more 12/20/2007 (4:00 pm)
Setting up a server + connecting. By the way, if Z Day is the name of your mod folder (where you have the client, data and server fold... read more 12/10/2007 (1:26 pm)
Setting up a server + connecting. RobbieM: You can use the GuiBitmapButtonCtrl which allows for 4 button states. You need to name the... read more 12/10/2007 (12:51 pm)
Setting up a server + connecting. I believe you should be able to wrap anything with a space in it in quotes. For example: torqueD... read more 12/10/2007 (9:02 am)
Want to connect the client to 2 servers.. You could use torque as the client and then use a TCPObject or HTTPObject to talk to a web server or... read more 12/10/2007 (12:21 am)
Can torque communicate with my web Server? Look into HTTPObject and TCPObject. They are exposed to Torque Script. Its definitely possible to ... read more 12/07/2007 (12:43 pm)
Afx And Tgea (tse)? Jeff, I appreciate all of the hard work you and your team have put into AFX will definitely be picki... read more 10/29/2007 (10:17 am)
Is School really the best route into the games industry? @Mark: That is ultimately a decision for you to make. This is a decision I fought with for awhile s... read more 10/25/2007 (11:40 am)
Interesting problem with memory allocation and the profiler @Clark, you are correct in that TORQUE_MULTITHREAD is defined by default. I also recall seeing that... read more 10/01/2007 (12:36 pm)
Ben Garney's Forest Pack Status? @Peter, I've got faith in them. I'd say 2008 the latest ;P. When its done its done. In the mean... read more 09/30/2007 (8:39 pm)
TreeRep Port James, great job on the port. I did make a few small changes to fix up this resource a little. By ... read more 09/30/2007 (8:31 pm)
Interesting problem with memory allocation and the profiler I spent several hours today trying to track down an issue with a replicator I was using. It appeare... read more 09/30/2007 (6:21 pm)
AFX for TGEA Migration Progress Sounds great Jeff. Thanks for the update.... read more 09/18/2007 (4:20 pm)
AFX for TGEA Migration Progress Jeff, this is looking great. Can you give a ballpark estimate of when the TGEA port might be availa... read more 09/11/2007 (2:28 pm)
Original Scoring Piotr did an excellent job creating the song "Two Gods of One World" for my persistent world online ... read more 08/03/2007 (1:35 pm)