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Fenrir Wolf's Forum Posts

Thread Post Date Posted
DTS Importers Redux @Matt (Summers): Sorry, yes, talking to the other Matt in the thread. :) That dts2txt tool sounds ... read more 06/08/2004 (10:40 am)
Dts lighting Sounds like you've got the portal set to not let ambient light pass through. Check the docs (I pr... read more 06/08/2004 (9:29 am)
DTS Importers Redux @Matt: What if we don't own Max? (Since the Milkshape exporter isn't finished, I don't consider it... read more 06/08/2004 (9:23 am)
Particle explosion do not work at client-side !! And the thread moaned, "Bwaains! Bwaaaaaaaains!" When you mean spawn an explosion client side, w... read more 06/07/2004 (6:05 pm)
Small word of caution on Windows XP Pro What the...? Oh. This is something [b]very[/b] Microsoft -- Entirely break their own standards. ... read more 06/07/2004 (10:16 am)
Small word of caution on Windows XP Pro Did you try power-cycling the computer, as in turning it physically on and off? I'm just speaking o... read more 06/07/2004 (9:56 am)
Debris not working? I recently tagged this issue when working with explosions. I noticed a check was placed in the code... read more 06/07/2004 (9:34 am)
How important is ground transform really? @Joe: I can confirm that (at least as of last month's HEAD) it still crashes the game if you don't ... read more 06/06/2004 (10:59 pm)
Playing an animation (playThread) more than once? A little bump, plus some more information. Well, I've been looking through PlayThread()/StopThrea... read more 06/06/2004 (5:12 pm)
TSE Demo Performance and Feedback Just for some laughs, I provide you specs from the lame machine I have at work. PC Specs: - Wi... read more 06/04/2004 (3:42 pm)
Hard coded vertex limit I see. So your batching dynamic vertex buffers into one. That's what you want to do, actually. I ... read more 06/04/2004 (10:39 am)
I just bought TSE!!! *hugs his TSE to his chest* My preciousssssss!... read more 06/04/2004 (9:19 am)
LightWave Object in the TSE Heehee, beat me to it. ;) Very cool! I love the glow effect. I fell in love with it when I saw... read more 06/03/2004 (2:35 pm)
.DV files? what happened to .dif Huh? Kevin, can we get more info? Where do you see these .DV files? In TSE? (I don't see any in ... read more 06/03/2004 (12:26 pm)
Shader Generations Question, 1.0, 2.0, 3.0 Ahhhh, so that's what those effects are supposed to look like! Damn it, makes me want to go run out... read more 06/03/2004 (10:40 am)
TSEDemo Mirror Yeah, what Jason said. Don't be so hard on GG. This is alpha software. If even really that, as it... read more 06/03/2004 (10:36 am)
TSE around the corner!?! A large part of this is the naughtiness that is video card manufacturers. Like its predecessor, Nvi... read more 06/03/2004 (10:32 am)
Engine Updates Howard, that's what CVS is for. If you're just using CVS as a way to grab the latest dump of the co... read more 06/03/2004 (10:15 am)
TSE around the corner!?! George, you've brought up some very valid points. Shaders have been a huge stickler for game makers... read more 06/03/2004 (10:06 am)
TSE working with Milkshape 3d? @Jeff: I see no reason why not. I'm kind of just speaking out of left field here (I DLed TSE last ... read more 06/03/2004 (9:29 am)
TSE around the corner!?! @Joseph: Since TSE is using HLSL and DX9, [b]some[/b] things can be emulated in software. Vertex s... read more 06/02/2004 (10:58 pm)
TSE around the corner!?! @Joseph: The 440 MX is based upon the older NV11 chipset. I believe it doesn't support pixel shade... read more 06/02/2004 (8:07 pm)
TSE around the corner!?! Um... I think I ordered it twice! It's showing up in my MyGarage as being listed twice! I love ... read more 06/02/2004 (6:31 pm)
TSE around the corner!?! @Jorgen: ROTFL! @Brian: Sweet. :) Well, from what I had gathered from the sidelines is that m... read more 06/02/2004 (5:37 pm)
TSE around the corner!?! Hmm, good point. I only have a Geforce 4 Ti 4200 at home. ("Only!") It does shaders, but only up ... read more 06/02/2004 (5:07 pm)
Tattoo Mesh Skinning Tool goes LicenseWare Nice catch, Joe! I loathe working with UV maps, and have been droooling over Body/DeepPaint for a w... read more 06/02/2004 (3:55 pm)
TSE around the corner!?! Brian! Argh! I am [b]NOT[/b] getting any work done today, and it's all GarageGames fault! In fact... read more 06/02/2004 (3:35 pm)
Turn based a.i system Looks like a start, Brian. @Robert: I see no reason why it shouldn't be possible. Since the scr... read more 06/02/2004 (3:07 pm)
TSE around the corner!?! Dave's improved Show Tool, Melv's 2D Torque, and now this....! *head explodes*... read more 06/02/2004 (2:41 pm)
How ar script function names mapped to the Engine? Ooops, I miss Ben's comment about the .dump() function. Okay, good to know that. I guess it boil... read more 06/02/2004 (12:45 pm)
How ar script function names mapped to the Engine? I usually do what Josh says. For example, this weekend I wanted to get the transform information fo... read more 06/02/2004 (12:22 pm)
PickSpawnPoint Question A more low-tech way would be to pre-generate the "random" spawn sequence. In other words, create an... read more 06/02/2004 (9:49 am)
Playing an animation (playThread) more than once? @Jacob: I'm having the same issue. stopThread() doesn't seem to do anything. (For example, if I s... read more 05/31/2004 (12:09 am)
Animated collision mesh? I'm checking into that now -- I suppose the hitbox mods out there will work for any Shapebase class ... read more 05/29/2004 (11:33 pm)
Single Player games I'm using it as a SP engine right now without an issue. (Though my game will ultimately be multipla... read more 05/28/2004 (4:13 pm)
Modelling choices for non-interacting scenery? Well, Alex, if by "unlimited" you mean 1024 brushes per DIF. ;) But yes, good natured pedantry asi... read more 05/27/2004 (2:12 pm)
Real eyeballs for characters.. Request for brainstorm @Paul: I see what you mean now. Yeah, just cut-n-pasting some code should be enough to get the ind... read more 05/27/2004 (2:01 pm)
Improving fxFoliageReplicator and fxShapeReplicator - Melv? You can also adjust the scaling ranges, too, so that it adds even more visual flare...... read more 05/27/2004 (9:24 am)
Real eyeballs for characters.. Request for brainstorm Dan, there's code in Torque that allows a "head" animation to be slaved to the character's viewpoint... read more 05/27/2004 (9:21 am)
Seperate limps, body parts.. @Eric: Glad to see someone visually demonstrate the mesh hiding part. I have to say, however, that... read more 05/27/2004 (9:17 am)
Strange DTS transparency issues (Geforce 440 Go) That's true. Normally, yes, that's how it behaves. But I've been source digging and I see it's pos... read more 05/26/2004 (1:19 pm)
Strange DTS transparency issues (Geforce 440 Go) Oh, hey, James, thanks. I was actually taking some tree models last night and making billboards for... read more 05/26/2004 (10:03 am)
Strange DTS transparency issues (Geforce 440 Go) @Clark: I found the code you were talking about. There seems to be code for both the TSLastDetail ... read more 05/26/2004 (9:45 am)
Strange DTS transparency issues (Geforce 440 Go) @Joe: Sorry about that. Didn't mean to sound like you guys never read your email. I kind of suspe... read more 05/25/2004 (3:34 pm)
Strange DTS transparency issues (Geforce 440 Go) @Clark: Thanks... Heck, maybe MY spam filter ate it, too. I get so much spam these days.. *sigh* ... read more 05/25/2004 (1:09 pm)
Confused on how to start UPX is indeed good for compressing down .DLLs and .EXEs. I use it all the time, too. (Though archi... read more 05/25/2004 (1:02 pm)
Strange DTS transparency issues (Geforce 440 Go) Hmmmmmmm... Well, thank you for testing this Joseph. I'll just chalk it up to ancient drivers and ... read more 05/25/2004 (12:24 pm)
Ficky interiors? (Crash when relighting scene) Good one, Michael. I'll try that out when I get home! I've already re-created the railing to use s... read more 05/25/2004 (9:22 am)
Confused on how to start Well, first of all, build the TorqueDemo to get the base Torque engine binaries. You'll also need m... read more 05/24/2004 (3:23 pm)
Has anyone tried this? So different datablocks for the various modes, and then they all just share the same model? Using v... read more 05/24/2004 (11:04 am)