Game Development Community

Kevin Rogers's Forum Posts

Thread Post Date Posted
See into the future, just like Torque So Michael's PC is going to use the XBox as a hammer to crush him like a Skittle...? Ouch. Keep the ... read more 07/01/2008 (5:35 pm)
Random Map Generator You did a search first, right? =) [url]http://www.garagegames.com/products/105/[/url] [url]http://... read more 06/02/2008 (3:41 pm)
DTS & vertex colors AFAIK, the engine (and the DTS file format) does not expect or use vertex colors, and thus, no expor... read more 05/07/2008 (1:52 pm)
New constructor wish list @Jaimi: Thanks for the update... Looking forward to seeing what you come up with! Regarding smoot... read more 05/06/2008 (7:06 pm)
New constructor wish list If we had the full functionality of Q3 levels, that would be perfection... but if you can at least i... read more 05/06/2008 (2:19 pm)
Image as tooltip? I'd prolly just modify GuiControl::renderTooltip() to display an optional image.... read more 05/06/2008 (1:20 pm)
More Questions [quote]For the most part, you shouldn't be putting lighting in inside of constructor - you should go... read more 05/06/2008 (12:22 pm)
Really unesesary Engine Request Dave D is right... it's a quick and easy fix. Just do a search in the engine code for "cs" and repla... read more 09/25/2007 (12:55 pm)
Torque vs. q3 engine Having used both engines, here's my comparison... Quake 3's engine is a great, solid engine. A fe... read more 09/04/2007 (11:48 am)
Null brushes casting shadows The bug would indeed be in map2dif. However, it may also be present in the engine itself. =( Worl... read more 08/03/2007 (2:59 pm)
Null brushes casting shadows I just re-read your original post... If you're just trying to keep the players within your city boun... read more 08/03/2007 (1:58 pm)
Null brushes casting shadows Actually, I'm talking about applying the collision entity type to a brush. (This is similar to speci... read more 08/03/2007 (1:54 pm)
Null brushes casting shadows Hmm, sounds like a bug in the light map calculation. Any brushes with NULL textures certainly should... read more 08/01/2007 (3:09 pm)
Example Vehicle Model in Truespace Format Wanted Haven't tried to export any vehicles more complex than a hover vehicle. But I do know that Dark Indu... read more 07/30/2007 (2:53 pm)
Ingame custom characters @Neil: Can we totally NOT resort to talking about dicks and asses when we have a disagreement with s... read more 07/30/2007 (2:34 pm)
Prefs hell Alway add the $ prefix... in some places it appears to be optional, but don't count on it.... read more 07/13/2007 (3:39 pm)
World Editor Patch - locked objects So then, when you want to unlock an object, how do you select it?... read more 07/10/2007 (7:23 pm)
Sci-fi weapons (many images) Nicely modeled! @Neill: I'm assuming that these are supposed to be low-poly since they are for a ... read more 06/12/2007 (10:57 am)
Useful Gamasutra Article - Example Design Docs Apparently the pages got moved -- here's the original article with a working link to the feature: [... read more 03/20/2007 (5:03 pm)
GameSpace SDK - Plugin Development Paulo, what happened to you? Did you give up development on your exporter? Hope to hear some news...... read more 03/13/2007 (2:34 pm)
1.4.2 to 1.5 patch causes CTD crash. @Aaron: First, I do not believe that Garage Games is in the business of "scamming" anyone. Also, 1.5... read more 03/12/2007 (6:56 pm)
TGEA Early Access price? @Danni et al that feel "screwed": Have you contacted Garage Games about this? They may be willing to... read more 03/12/2007 (6:27 pm)
Level in just one .dif? @Dale: No detailed explanation of DIF properties and usage was requested, so none was given. (After ... read more 03/08/2007 (6:31 pm)
water block holes? Fixed in 1.5.... read more 12/01/2006 (9:18 pm)
Helpe creating Transparant Gui and slider There is no per-control alpha. Alpha can only be specified for a control's colors (e.g. fill color) ... read more 11/20/2006 (3:08 pm)
Pixilation and filesize of terrain textures The only ways to increase the visible terrain detail are: A) Have larger textures, 512x512 or highe... read more 11/20/2006 (2:08 pm)
Does anyone still use Pascal? The real question is: Does anyone WANT to use Pascal anymore? Hmm.... Naaahhh. =P... read more 11/16/2006 (3:20 pm)
DIF and engine performance [quote]...it sounds like dif exteriors(outside faces) don't go through any kind of special culling a... read more 11/16/2006 (3:00 pm)
DIF and engine performance Regarding portals and BSPs: For the engine to build the BSP tree, the DIF structure must be [b]compl... read more 11/16/2006 (12:10 pm)
Using modPath in sources Well, personally I've found that people don't reply because: A) They don't know what you're talking... read more 11/14/2006 (6:08 pm)
Odd Textures... To paraphrase Stefan: Terrain textures above 256x256 == no worky; 512x512 or higher will produce the... read more 11/06/2006 (3:33 pm)
Bsp Brushes - Torque and UE IMO, trying to convert from the Unreal level format would be so much flaming-hoop-jumping! You'd be ... read more 11/02/2006 (1:11 pm)
Exporting Animated Models from GameSpace. Thanks, Keith! Animations in gameSpace are generally hell to deal with, so this is much appreciated!... read more 11/02/2006 (12:57 pm)
How do I re-light a scene and ALL objects in it? That is strange -- it's always relit the entire level for me and I can't think of any reason it woul... read more 10/11/2006 (12:14 pm)
GPGT Chapter 6 - Issues and Questions @ Pete: Interesting technique... You should consider creating a full resource with this. Are there a... read more 10/10/2006 (2:18 pm)
Bug in particle editor (with fix) (actually bug in SimBase) Yeah, this has bothered me for while, but it hasn't been a big deal to just manually edit the files.... read more 10/09/2006 (3:08 pm)
Mission Editor for User, Not Developer There are a bunch of interdependencies between the C++ and script sides of the editor, so I think yo... read more 10/06/2006 (12:17 pm)
Torque 1.5 suggestion? @ Mark: I agree with Marcus -- it just doesn't make sense. And like you say, it's a great resource..... read more 10/06/2006 (11:48 am)
Texture Detail Level If you are fill limited, which it sounds like you are, adjusting texture detail will do nothing to i... read more 10/06/2006 (11:40 am)
API for GuiImageList Uh, there is no "GuiImageList" anywhere in the TGE 1.4 solution.... Exactly where did you find this ... read more 10/04/2006 (11:09 pm)
Seamless Planet Landing/Take Off? I went ahead and watched the vid -- impressive stuff! I agree with Tom, this would require some sort... read more 10/02/2006 (2:20 pm)
Seamless Planet Landing/Take Off? Paul is pretty much right on here -- every game like this that I've ever seen has this sort of trans... read more 10/02/2006 (2:07 pm)
Simple targeting system You've already got everything you need... look in the editor code. =)... read more 09/28/2006 (12:25 pm)
Environment Mapping Broken? *bump* Anyone using gameSpace with Dark Industries' exporter at all? I've still been unable to re... read more 09/28/2006 (12:03 pm)
Is TGE 1.5 really worth it? @Mark: It's simple... "outdated" == Old, old rendering technology. I.e. no shader support, among oth... read more 09/27/2006 (6:13 pm)
Which Script Editor to use? Textpad -- flexible and powerful regular expressions and custom syntax highlighting. I use Torsion ... read more 09/27/2006 (1:26 pm)
EAX support defunct? Regarding the filters "dream"... OpenAL supports these through the Effects Extension. From [url]http... read more 09/18/2006 (4:51 pm)
Problems with long thin polys in DIFs I would definitely use DTS for pipes and such. But, just FYI, when I ran into this issue, I changed ... read more 09/18/2006 (2:36 pm)
Vista Vista doesn't support OpenGL "out of the box" (surprise surprise); there are also still numerous iss... read more 09/15/2006 (11:58 am)
NewtonPhysics implementation with TGE 1.4 Well, we've already got this as well: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt... read more 09/15/2006 (11:45 am)