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) |