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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)