Game Development Community

Marc Dreamora Schaerer's Forum Posts

Thread Post Date Posted
Shadows on StaticShapes TSStatics are no ShapeBase derived class and only shape base does cast dynamic shadows. Makes sense... read more 10/27/2007 (1:32 pm)
Shadows on StaticShapes I forgot something: as you don't use TSStatic they won't cast any lightmaps. StaticShapeBase derive... read more 10/26/2007 (6:59 am)
How to create highways (not trail) on the terrain What we right now use is still the default decal projector class. But we added use the possibility ... read more 10/26/2007 (5:02 am)
DTS collision meshes. Nowhere players don't use the collision polygons. If you need that you can simple reintegrate them... read more 10/26/2007 (4:58 am)
Shadows on StaticShapes What terrain are you using. Atlas Unique has no light map so no static shadow Atlas blended su... read more 10/26/2007 (4:55 am)
Decals I posted the fix to make them work correctly and what needs to be changed in a different thread. ... read more 10/25/2007 (9:22 am)
How to create highways (not trail) on the terrain Already at 8 the performance will suffer seriously. It would be simpler to take the DecalProjecto... read more 10/25/2007 (6:56 am)
Glowbuffer's Borked again. The implementations differ massively, as does the performance due to it. I don't know if there is... read more 10/25/2007 (6:53 am)
Glowbuffer's Borked again. You can not use hardware antialiasing and and some other technics (especially MRT) simultaniously. ... read more 10/25/2007 (5:21 am)
Billboards in TGEA They work if you add them as detail 0 level. If you want to do it through code, look at prim builde... read more 10/25/2007 (4:41 am)
Orbiting Camera This does not explain how the orbiting camera is meant to work, which is what the question was about... read more 10/25/2007 (4:40 am)
Multiple Viewports It does not exist for TGEA there are threads on this view gui element and attempts to port it from ... read more 10/23/2007 (12:11 pm)
Anyone having luck building dedicated Linux? I don't use make files, Visual Studio does not need them, so I can't help you there I fear. Main ... read more 10/23/2007 (4:58 am)
TSE Linux? Why not use OpenGL on windows: Try TGE / TGB on a onboard GFX and the answer is simple. Its a que... read more 10/23/2007 (4:56 am)
Anyone having luck building dedicated Linux? If you create a dedicated, you need to modify the source. just compile won't work, the whole GFX ... read more 10/23/2007 (12:04 am)
FIX: Inconsistent Wind Directions Another GL -> DX Port error ... Looks like all Y calculations that are not for shaders, should be c... read more 10/22/2007 (9:26 am)
Download missing files in Torque Did you raise the amount of connections in the prefs file from 10 to 32 and the packet size there? ... read more 10/19/2007 (6:47 am)
Atlas blended terrain problem. The atlas detail texture is not set in the mis. It is hardcoded in the C++ source code. If you want... read more 10/18/2007 (10:44 am)
Hlsl-tgea docs request [Cont'd cleanly On 2: Decals never really got ported. That is why they are not linked in in most places a few bugs i... read more 10/17/2007 (12:33 am)
Engine questions based on hlsl elements Its sadly nowhere near drop in. No mather which apps output you use, especially not if you try to u... read more 10/16/2007 (2:39 am)
Dif's And Dts Are you on TGEA 1.0.3? With any prior version it works.... read more 10/12/2007 (12:42 pm)
Torque 2 That won't make the driver problems on Windows any better. If you are not planning to make a game t... read more 10/11/2007 (4:09 pm)
Torque 2 What I like about the news is that they seem to have a complete team again. From what mentioned in a... read more 10/11/2007 (3:53 pm)
Dif's And Dts [quote] Quote: TGEA 1.0.3 only accepts constructor export to dif I'm confused by thi... read more 10/11/2007 (11:29 am)
Dif's And Dts 1. In TGEA 1.0.3 you don't have any BSP culling. TGEA 1.0.3 only accepts constructor export to dif ... read more 10/11/2007 (7:44 am)
CustomMaterial + Waterblock = flickering Or the shader in getting its reflection because what you see there is the bath room from above and t... read more 10/10/2007 (11:07 am)
Full Screen Mode and GUIs Yes, its the window initialisation that is bugged. They initialize it to an application window which... read more 10/09/2007 (11:53 pm)
CustomMaterial + Waterblock = flickering Did you try to not use the waterblock but an object that uses the "indoor water" material? (in the d... read more 10/09/2007 (11:49 pm)
1,1024x1024 texture, or 4,512x512 textures? If you use DDS, its better to store the mipmaps directly in them, otherwise the GPU will have to cre... read more 10/09/2007 (11:47 pm)
1,1024x1024 texture, or 4,512x512 textures? Yeah TGEA supports anything your card can handle. Beside the terrains where this does not hold as th... read more 10/09/2007 (2:25 am)
Trying to use built-in shaders and failing You forgot the replace the mapTo to either point to the correct material or to remove it. Right now... read more 10/09/2007 (2:20 am)
Trying to use built-in shaders and failing DIF use the material name for the materials. DTS use the texture name for them to map.... read more 10/08/2007 (11:52 pm)
Fatal error LNK1104: cannot open file "d3d9.lib You forgot to add the DX SDK lib and include folder to your visual studio options, c++ directories... read more 10/08/2007 (11:50 pm)
Vista Problem Run the DXWebInstaller. Vista only has a single version of DX9.0c Sadly there are over a dozen v... read more 10/08/2007 (8:57 am)
Can't make textures shiny If you want specular on a different pass, don't forget to set a base tex for that pass. Specular ba... read more 10/07/2007 (2:47 pm)
Why not remove low level Unicode support? Yes a few elemental ones: any country that has unicode signs in path names will not be able to pl... read more 10/07/2007 (12:35 pm)
Can't make textures shiny You forgot to enable the per pixel specularity there.... read more 10/07/2007 (2:15 am)
Atlas terrain ripping. (image intensive) Did you scale your atlas in TGEA editor to anything else than 1,1,1? Atlas does not like that and I... read more 10/07/2007 (2:14 am)
I hope we get a discount I see that TX and TGEA are meant to take different paths most likely and I think its a great thing a... read more 10/07/2007 (2:12 am)
Mysteries in TGEA??.. Ah right, but he meant it does not work fully just render the trees ... from that position I'm not s... read more 10/06/2007 (12:32 pm)
Mysteries in TGEA??.. There is only 1 replicator existant in TGEA: fxFoliageReplicator fxShapeReplicator can be added, ... read more 10/06/2007 (10:20 am)
Afx And Tgea (tse)? Are you planning to make some kind of EA Version of the TGEA Incarnation of the system? Would like ... read more 10/05/2007 (8:41 am)
Building a release What unresolved external symbol? Normally it gives you an error. Without any further informati... read more 10/05/2007 (8:08 am)
BindCmd key repeat question.. You might need to use a variable that is set on keydown and unset on keyup like moveUp / moveDown an... read more 10/05/2007 (3:08 am)
MissionEditor: Add Atlas detail texture settings The constant was renamed, see the changelog for TGEA 1.0.3... read more 10/04/2007 (3:58 pm)
Documentation on how to start game folder from scratch Have no time for a full fledged answer but unless you alter the engine code, make sure that you don'... read more 10/02/2007 (6:41 am)
Do TGB-created games run in Win98? TGB created games can run on Windows 98 but the users need to upgrade to Win98 SE and have the unico... read more 09/30/2007 (12:51 pm)
Player Collision DIF won't give you much beside problems, at least if your player is meant to move :) What you nee... read more 09/30/2007 (11:05 am)
Depth Of Field For motion blur, the simplest solution might be storing multiple renderbuffers of the past and use a... read more 09/28/2007 (4:04 am)
Player Fade and Hide methods hide images, not player.. Wouldn't all shader that use the player as data then be broken? This means reflection or anything e... read more 09/27/2007 (2:42 pm)