Mike Kuklinski's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Hiding a DIF realtime? | If it's overhead, I wouldn't use a DIF -- I would use a DTS.... I suppose it depends on what you are... read more | 11/04/2005 (9:50 pm) |
| Skinning Question | Might be more accurate to say 'Switching Skins'? I am only taking this from the selection screen on ... read more | 11/04/2005 (10:58 am) |
| What attracts you to Torque? | Most definately the popularity. When you are a TGE owner, or especially a TSE owner, people know you... read more | 11/04/2005 (10:56 am) |
| What to use | Randy -- I doubt the OS really depends on DX5... Windows 2000 doesn't render very much -- plus, even... read more | 11/03/2005 (1:43 pm) |
| SkySphere for TSE | You can always change the texture to make it as if you were in an atmosphere... (also, my skyspheres... read more | 11/03/2005 (1:38 pm) |
| Dipping Nose | Well, if you drop a car from the top of the sky, the nose would -not- dip, because gravity effects a... read more | 10/28/2005 (12:58 pm) |
| Lasers....again | Tribes 2 had lasers :)... read more | 10/23/2005 (4:07 pm) |
| Convert Global Velocity to Local Velocity | You can do Point3F->len()... they are really the exact same thing... I rarely use VectorF...... read more | 10/22/2005 (9:04 pm) |
| Loop hole | I still have no clue what he is talking about.... read more | 10/21/2005 (11:58 pm) |
| Loop hole | "Umm... yeah.... umm.... uhuh.... yeah... umm.... what?" -- Peter Griffin on Roseanne.... read more | 10/21/2005 (5:38 pm) |
| SkySphere for TSE | The poles should be oriented on the Z axis. If you figure out how to fix the meridian clamping error... read more | 10/21/2005 (12:47 pm) |
| Using RenderToTexture for object imposters? | My opinion is that you are, according to our conversation on IRC, going for a very, very high-end ma... read more | 10/20/2005 (11:10 pm) |
| SkySphere for TSE | No, it's just easier to set up. I have no idea how to account for the meridian error. My new skys... read more | 10/20/2005 (5:18 pm) |
| Sun/Lens Flare Client Side | Of course it fades to white, with near-bias. I would, but I am trying to keep a hold on some tech... read more | 10/20/2005 (4:03 pm) |
| Sun/Lens Flare Client Side | I wrote my own Lens Flare object using TSE Gui Code, and wrote it in TGE as well... it's... ummm... ... read more | 10/20/2005 (3:57 pm) |
| Help with Skybox | I have no idea. I built it onto 1.2, and have since moved onto TSE.... read more | 10/20/2005 (3:51 pm) |
| Help with Skybox | You could use that (seeing as I wrote it). Note that there is/will be a 1px distortion across one of... read more | 10/20/2005 (3:47 pm) |
| Sun/Lens Flare Client Side | Umm... me.... read more | 10/20/2005 (3:46 pm) |
| Sun/Lens Flare Client Side | I handle Lens Flare using a GUI Object.... read more | 10/20/2005 (3:27 pm) |
| SkySphere for TSE | I have a functioning TSE SkySphere based loosely off my my earlier TGE code, however, I believe you ... read more | 10/20/2005 (3:26 pm) |
| Help with Skybox | You are trying to map a skybox with one texture? Given those dimensions, that sounds like a sphere-m... read more | 10/20/2005 (3:22 pm) |
| Using RenderToTexture for object imposters? | What would look more realistic is also a key question you are missing here. Also, you are not tak... read more | 10/19/2005 (6:30 pm) |
| Using RenderToTexture for object imposters? | I still do not really understand why you are rendering imposters to ANOTHER imposter... I would help... read more | 10/19/2005 (6:21 pm) |
| TSE Atlas and interior buildings... | What do buildings have to do with the Atlas terrain engine? Regardless, from what I know, DIF/Int... read more | 10/18/2005 (11:34 pm) |
| How to get Normal maps showing in the engine? | MapTo = founty; == Map to the texture name - extension, not the shape.... read more | 10/18/2005 (9:28 pm) |
| How to get Normal maps showing in the engine? | BumpTex[1] = "testmap_bump"; should be on the 0th... not the 1st.... read more | 10/18/2005 (7:06 pm) |
| Whats wrong with this shader? | Is the bump map an actual bump map, or a normal map?... read more | 10/17/2005 (11:48 am) |
| Big waves in TSE? | Correct... the waves, as far as I can tell, are just an effect of the normal map.... read more | 10/16/2005 (12:10 am) |
| Physics a bit hit and miss | The collision system itself in Torque does have it's share of problems. I really do believe that is ... read more | 10/15/2005 (10:16 pm) |
| My rocky transition from T2D to TGE... a little help | Of course it is normal behaviour... it is called when the key is pressed, and once when it is depres... read more | 10/15/2005 (7:00 pm) |
| My rocky transition from T2D to TGE... a little help | And the FlyingVehicle updateForce code is an excellent example of how velocities should be handled i... read more | 10/13/2005 (7:12 pm) |
| My rocky transition from T2D to TGE... a little help | Don't set the position, rotation, and scale in the datablock --- I do not beleive they would be repl... read more | 10/13/2005 (7:04 pm) |
| Application failed to start | You probably compiled it with SSE/SSE2 optimization, and his CPU does not support it.... read more | 10/11/2005 (7:40 pm) |
| Turret Code Crossbow Bug | There is a problem with the default angle code in regards to pitch, IIRC.... read more | 10/10/2005 (12:01 am) |
| Sphere Shading Error | I disabled the normal mapping to test, as well as specular.... I am still getting that ridge.... read more | 10/08/2005 (9:22 am) |
| Compact TGE | I have a TGE Lite lying around on my SVN, for things like utilities and stuff.... read more | 10/06/2005 (6:22 pm) |
| Anyone got TSE compiled on Win2k? | Well, I compile TSE and TGE on Windows 2000 regularly using Visual C++ 2005 (Beta 2)...... read more | 09/17/2005 (11:27 pm) |
| Barebones tse mission | This is the private TGE forum, not the private TSE forum.... read more | 09/16/2005 (8:45 am) |
| DTS Collision issue | We didn't tell you to give the projectile a LOS Collision, we told you to give the object LOS Collis... read more | 09/12/2005 (6:12 am) |
| DTS Collision issue | Convex means that all the object bulges outwards, ie, /\, not inward EVER, IE, \_. Also, LOS collisi... read more | 09/10/2005 (8:27 am) |
| Newton Physics Engine integrated (Part 1) | I contacted them about Novadex/PhysX, and they said that as long as I 'properly' support their PPU C... read more | 09/10/2005 (8:23 am) |
| Newton Physics Engine integrated (Part 1) | I was working on this a bit, but I have been switching to Novadex.... read more | 09/09/2005 (8:10 pm) |
| How do I use "applyImpulse"? | VectorF is a PointF, therefore, it would be in the format applyImpulse("x y z", "x y z");... read more | 09/09/2005 (3:19 pm) |
| How do I find all the variables of the "player" object? | There was a Tribes 2 mod that included a jump pad -- it didn't use a physical zone. Instead, it appl... read more | 09/09/2005 (3:15 pm) |
| Sphere terrain How many would use it? | I am unfortunately working on other projects, such as Kuiper and it's related Space Content Pack.... read more | 09/09/2005 (12:30 pm) |
| Space Content Pack | My Skysphere code has been released free as a resource already :) Just not a TSE version. [URL]ht... read more | 09/09/2005 (12:22 pm) |
| Sphere terrain How many would use it? | I have my theories as to how this would be done with Atlas... primarily, you map the terrain as a 1x... read more | 09/08/2005 (9:45 pm) |
| Simple problem, but I can't solve it | The game doesn't choose a cs file for the player character -- it chooses a Datablock within the cs f... read more | 08/28/2005 (11:48 am) |
| Need Master Server Code | Harold -- I know, but I am just saying not to discount his other work :) I have looked through TNL, ... read more | 08/27/2005 (1:34 pm) |
| Need Master Server Code | Nice response, David. Not really, you were extremely straightforward and discounted all the work tha... read more | 08/26/2005 (5:10 pm) |