Marc Dreamora Schaerer's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Glow Flicker | Nothing forced, all application set, glow works if it feels like it but is as angle error dependant ... read more | 09/26/2007 (5:56 am) |
| Glow | My error, removed. Was thinking of the bloom based glow effect instead of pure (and currently hea... read more | 09/26/2007 (5:53 am) |
| Motion Blur | At best you ask in the thread of the shader and ask its writer.... read more | 09/26/2007 (12:53 am) |
| Trying to learn the conversion from RenderMonkey | Dynamic light profiles in the editor are those where the "static" checkbox isn't marked in the TLK E... read more | 09/26/2007 (12:52 am) |
| RenderFirstPerson flag not working.. | It does not exist in TGEA. Might be a problem to get it in as well ie to render it for the reflec... read more | 09/26/2007 (12:46 am) |
| Full screen FX | What card do you have. Most likely you try to create an effect not working on that old hardware. E... read more | 09/25/2007 (7:34 am) |
| Motion Blur | There has been a thread with a motion blur shader lately which relied on the canvasFX resource for i... read more | 09/25/2007 (6:24 am) |
| Atlas terrain file sizes - way too huge - how to reduce? | If you do a download game, it actually is :-) And a terrabyte of hard disk sadly does not help th... read more | 09/25/2007 (6:22 am) |
| Trying to learn the conversion from RenderMonkey | There are 2 lights that are passed to the shader including their data. But if above isn't working... read more | 09/25/2007 (6:13 am) |
| Trying to learn the conversion from RenderMonkey | If you need specific shader constant data you will need to write the needed code and classes in C++ ... read more | 09/21/2007 (1:49 am) |
| Trying to learn the conversion from RenderMonkey | 1. check out shdrConst.h for the registred registers you can not use for your own shader. 2. Unless... read more | 09/20/2007 (12:42 pm) |
| Trying to learn the conversion from RenderMonkey | I assume you have declared the shader data for shadertester? The main errors I see is that you tr... read more | 09/20/2007 (1:47 am) |
| Model Lod | Not really, I am on a 16:10 (1680x1050). The problem is that the whole value is a 6-10 times to sma... read more | 09/19/2007 (12:19 am) |
| Weird translucency problem (too light) | Did you ever try to use LerpAlpha blend mode? Thats normally the main alpha blend mode if you just ... read more | 09/18/2007 (3:32 am) |
| LOD and Material issues in 1.0.3 and FGE | As a temporal solution, set [code] $pref::TS::detailAdjust = "6"; [/code] in your prefs. ... read more | 09/17/2007 (6:39 am) |
| LOD and Material issues in 1.0.3 and FGE | Sure Way below down in this board on 22th of august: [url]http://www.garagegames.com/mg/forums... read more | 09/17/2007 (5:32 am) |
| LOD and Material issues in 1.0.3 and FGE | Thats a problem with LoD Level Selection and 1.0.3, which is known (first reported by Starter.FPS us... read more | 09/16/2007 (4:08 am) |
| Animating StaticShape meshes. | As you've seen on the frist of your 3 links in the second last article, it should be like this: p... read more | 09/14/2007 (5:48 am) |
| A generally TGEA DIF question :-). | You won't find a download as you don't need it. Map2Dif and Map2Dif Plus are part of TGEA and you o... read more | 09/13/2007 (6:08 pm) |
| A generally TGEA DIF question :-). | Yes, you should use the TGEA version of map2dif The steps to get a DIF are exactly the same as yo... read more | 09/13/2007 (10:24 am) |
| Compiling errors | You forgot to install DX SDK April 07 and set the paths in your visual studio options correctly.... read more | 09/13/2007 (7:27 am) |
| A generally TGEA DIF question :-). | Yes, that steps are more or less correct, assuming you use TGEAs Map2Dif and not the one of TGE. ... read more | 09/13/2007 (7:26 am) |
| Atlas mapping | It didn't have until the Torque version of L3DT existed. Before that there only was a 35$ version wh... read more | 09/13/2007 (12:22 am) |
| Non-Unicode Build does not compile | Sorry, meant unicode support. Project properties - general - character set This is by default ... read more | 09/13/2007 (12:20 am) |
| Non-Unicode Build does not compile | Did you disable unique support in the build options of the project?... read more | 09/12/2007 (9:37 am) |
| What are the different files in the missions folder? | Take the new mission ter, create a new terrain ,modify it ans save the ter.... read more | 09/11/2007 (4:18 am) |
| DDS files | Did you use the DDS through material? As DDS is no ResourceInstance extended class, I'm not sure ... read more | 09/11/2007 (1:10 am) |
| Custom quads with shaders | A) Check out the primbuilder class b) the map to is only needed if you want to replace a texture wi... read more | 09/10/2007 (4:53 pm) |
| Mac Performance issues? | One thing I haven't checked yet as I have no apple and therefor are not interested in it yet: Does T... read more | 09/10/2007 (2:52 am) |
| Enable fade effects on ShapeBase object? | Fade does not exist in TGEA unless you implement it yourself.... read more | 09/10/2007 (1:42 am) |
| What you want in Documentation? | Tutorials I think would be usefull: 1. A tutorial that dives into datablocks, class and superclas... read more | 09/07/2007 (11:28 am) |
| Collisions and DTS | You are in the wrong board, this are the TGB private boards, you should post that on the TGE private... read more | 09/07/2007 (7:46 am) |
| Can't acces 1.4 resources | I got it fixed within 2 days when I had to do that back then. RTS Kit sounds nice but from what m... read more | 09/07/2007 (4:35 am) |
| Another Realtime Networking thread? | Without interpolation it will always become choppy if you realtime update position and not only velo... read more | 09/07/2007 (3:28 am) |
| Resolved-Register an event | As you know when you call the destruction / explosion code of the bomb you can simple go through all... read more | 09/07/2007 (3:26 am) |
| Resolved: Sprite collide / onLimit with Window edge? | There is no "edge of the scenegraph" I assume you are talking of the edge of the scenewindow? Yo... read more | 09/05/2007 (3:39 am) |
| Trying to understand collision groups and layers | Just do a mask = mask & ~flag this will remove flag from mask if it was present.... read more | 09/05/2007 (3:33 am) |
| Easy Schedule Question | By scheduling an eval I think... read more | 09/04/2007 (8:29 am) |
| Simple Wait Script? | Hmm I see some of the points, but there seems to be kind of an idea on how to implement that not ... read more | 09/03/2007 (9:03 am) |
| Tough TGEA shader question... I need an expert | Its set in material.cpp and costummaterial.cpp in the update calls for them. At least most of the v... read more | 09/03/2007 (8:52 am) |
| Simple Wait Script? | Why would a wait within a script freeze the game? Its a script, its executed by a script interpreter... read more | 09/03/2007 (4:01 am) |
| Graphic symptoms | OK the loadup thing is a different issue. Get that effect on my GMA900 system as well (not able to g... read more | 09/03/2007 (2:20 am) |
| Graphic symptoms | With padding I mean: if you load images in cell mode, you can enable filter padding to remove the cl... read more | 09/02/2007 (2:24 am) |
| TGEA 1.0.3 Released | That are definitely good news. We so far avoided Atlas due to the missing support for Lightmaps b... read more | 09/02/2007 (2:16 am) |
| Is there any place to buy particle effects for TGB? | You don't get them into TGB What you would do is render them into single image frames and use them ... read more | 09/01/2007 (6:05 am) |
| Graphic symptoms | I got that kind of error when I had outdated drivers on my Intel GMA900 onboard in my tablet. (espec... read more | 09/01/2007 (6:03 am) |
| Terrain features/wishlist discussion | Dynamic lighting works on terrain (Atlas as well as legacy) Its the lightmap based lighting (DIF,... read more | 08/31/2007 (1:20 pm) |
| SgDecalProjector: wrong projection direction | Thanks for pointing that out J.C. Will definitely bring up some more happy faces on the dev and tes... read more | 08/31/2007 (1:16 pm) |
| Pong Tutorial + Open Source License | Hmm what do you mean by your game source. You either need to use TorqueScript or C++. In both cas... read more | 08/31/2007 (1:21 am) |
| Pong Tutorial + Open Source License | No you are not allowed to release any sources of TGB beside additions you added that do not use any ... read more | 08/30/2007 (10:32 am) |