Mark Dynna's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Font Cache Question | Thanks Erik!... read more | 04/22/2008 (1:05 pm) |
| Change TGEA mouse cursor | That's strange. Have you deleted your DSO's? Checked your console log for errors?... read more | 04/22/2008 (12:21 pm) |
| TroubleShooting help please | I believe the pink screen happens whenever a pushDialog or setContent call is made to an invalid GUI... read more | 04/21/2008 (7:22 pm) |
| How do you access a field in a player's datablock? | The two comments above are correct, but I think I should point out a couple of caveats. [quote] @J... read more | 04/21/2008 (7:12 pm) |
| Official TGEA Documentation Feedback | As a general philosophy/rule, I think GG docs should be conscious not to slip into a "well you shoul... read more | 04/21/2008 (3:57 pm) |
| Mouse pointer image change on the fly | Aren't .cur files defined for the Windows "hardware" cursor? It may be that Torque supports .cur fi... read more | 04/21/2008 (9:13 am) |
| Feature Request: Breakpoint key suppression | That would be fabulous Tom, thanks.... read more | 04/20/2008 (12:51 pm) |
| Dynamic Vars added to engine, but not working. | Just to ensure things are clear, I would point out that the "type" portion of the [i]addField[/i] ca... read more | 04/18/2008 (2:23 pm) |
| Multiplayer keybindings | Wow, that never even entered my mind... ok then. That's a whole different ball of wax that will pro... read more | 04/18/2008 (1:37 pm) |
| Multiplayer keybindings | You're thinking too much. Key bindings are inside of the Client folder therefore they are separate ... read more | 04/18/2008 (12:50 pm) |
| Mouse pointer image change on the fly | I've only done it in script. You define a guiCursor object with your bitmap and some other properti... read more | 04/17/2008 (1:38 pm) |
| Animation/Model problem | You know, looking at your screenshot, it might be a source (DTS model) problem. For whatever reason... read more | 04/17/2008 (1:27 pm) |
| Animation/Model problem | Any time you have animations that are exported as external DSQ's you [b]must[/b] write and exec a sc... read more | 04/17/2008 (1:25 pm) |
| 1024 texture size limit | You could also look at the problem from the other side. I have seen more than 1 successful attempt ... read more | 04/17/2008 (9:25 am) |
| DIF Normal Mapping | Well, from a technical standpoint applying a Normal Map to a DIF is no different than a DTS. I'm no... read more | 04/11/2008 (3:22 pm) |
| Quick Guide Porting Tips (to TGEA 1.7.0) | I don't even remember if it was as late as 1.03 but the mission placeable Audio Emitters just [b]wou... read more | 04/11/2008 (3:20 pm) |
| Quick Guide Porting Tips (to TGEA 1.7.0) | Cool stuff Tom! I assume SFX has now fixed the broken Audio Emitters?... read more | 04/11/2008 (8:04 am) |
| DTS to DTS Shadowing | DTS to DTS shadowing does work for Dynamic shadows. (At least it did in previous versions) But I t... read more | 04/11/2008 (8:02 am) |
| Dynamic Shadows in StaticShapeData Datablock | Dynamic shadows should work for anything that inherits from ShapeBase. That's pretty much everythin... read more | 04/10/2008 (10:59 am) |
| Mission File format specifications | Yes, an often little known but [b]very powerful[/b] feature of Torque is that each SimObject has the... read more | 04/10/2008 (10:57 am) |
| Poly count for Characters | Most modern video cards handling PS 1.1 or later, (definitely 2.0 and later) can handle textures 102... read more | 04/10/2008 (10:55 am) |
| Quick Guide Porting Tips (to TGEA 1.7.0) | [quote]Note - your change to Con::executef() is incorrect. It now determines the argument count from... read more | 04/09/2008 (4:00 pm) |
| CodeWeaver vs. Torsion | Some of the nagging bugs of CW really bothered me. Mainly the ones where it would think there is a ... read more | 03/27/2008 (10:19 am) |
| GroundCover Atlas Changes | Wow JC... you're all over it.... read more | 03/19/2008 (9:03 am) |
| Specular map + transparency | This has been an overall problem with TGEA that I would like to fix properly. I saw right away the ... read more | 03/17/2008 (3:06 pm) |
| My first rant of 2008 | I'm sure GG will be happy to clear up any licensing questions. I understand that the vagueness of t... read more | 02/08/2008 (9:48 am) |
| High detail atlas terrain | Yes you certainly can (and should) use an "oversized" texture on your Atlas. Blended terrains give ... read more | 01/18/2008 (3:02 pm) |
| L3dt exporting | That's the name of the "output" file. It will be the completed Atlas terrain containing both the Ge... read more | 01/17/2008 (12:03 pm) |
| TGEA update when? | Andy, I can't run TGEA here at work but I would focus on the calls to [i]TSShapeInstance::selectCurr... read more | 01/11/2008 (8:33 am) |
| Script variables in Material Definitions | Re-exec the script containing the Material?... read more | 01/11/2008 (7:31 am) |
| TGEA update when? | It seems that LOD bug is pretty high on people's list. Though I'm thinking if someone knew where to... read more | 01/11/2008 (7:29 am) |
| Material creation question | Actually I don't think the Shader [b]must[/b] be compiled when the application is started, I just th... read more | 01/07/2008 (10:02 am) |
| TGEA update when? | Great, I'll be happy to see you there mb!... read more | 01/03/2008 (12:08 pm) |
| Poor Compatibility | Don't be so quick to condemn TGEA. It was my experience that the scripts and examples from 3D Game ... read more | 01/03/2008 (10:04 am) |
| TGEA update when? | Sorry Marc, I don't really understand your question.... read more | 01/03/2008 (10:01 am) |
| TGEA update when? | First off: There [b]are[/b] static Shadows on an Atlas2 terrain, but it must be a [b]Blended[/b] Atl... read more | 01/03/2008 (9:38 am) |
| TGEA and DIF Static Mesh support | Ok, by "works fine" do you mean you can get a DIF with [b]static meshes[/b] (a DTS object that has b... read more | 12/11/2007 (1:11 pm) |
| Atlas Blended? | Ok, if it's like the Unique Detail settings then it's not hard-coded in the HLSL shader file, but it... read more | 12/11/2007 (11:03 am) |
| Atlas Blended? | I don't think the texture resolution can be set on an individual chunk level. The "virtualTexSize" ... read more | 12/10/2007 (11:12 am) |
| Shadow Rendering Crash Bug | Something further we now discovered: The scripted shadow settings work fine if we set "multiple dyn... read more | 12/06/2007 (5:23 pm) |
| Shadow Rendering Crash Bug | Here's the callstack from the assert: [code] ntdll.dll!7c901230() [Frames below may be incorrect... read more | 12/06/2007 (11:07 am) |
| Ben Garney's Forest Pack Status? | Gladly looking to be proven wrong on the TGEA enhancements thing, Stephen. I'll send you a muffin b... read more | 12/06/2007 (8:38 am) |
| Ben Garney's Forest Pack Status? | I think it will eventually get done for TGEA since Sickhead is developing it, not GG. Even though G... read more | 12/06/2007 (8:28 am) |
| Dummy object for melee collisions | Ah sorry, I do have that backwards. However, does your player model have a Mount2 node?... read more | 11/09/2007 (7:29 am) |
| Dummy object for melee collisions | Ok, looking at your code closer "I don't think it's doing what you think it's doing" (slightly alter... read more | 11/06/2007 (3:01 pm) |
| Multiple Viewports | Marc gave you the short answer, but I'll give you the longer one to make sure understand the underly... read more | 11/06/2007 (1:51 pm) |
| Learning the source code (not TorqueScript) | Try the [b]Documentation[/b] link on the yellow bar of the GG page now. The docs are written for TG... read more | 11/06/2007 (7:11 am) |
| TGEA locks up when declaring Playerdata datablock | The benefit is being able to scope functions to that datablock and knowing that they will only be ex... read more | 11/06/2007 (7:10 am) |
| Dummy object for melee collisions | Does your [i]dummy2.dts[/i] have a collision mesh?... read more | 11/06/2007 (7:08 am) |
| StartFade() for PlayerData | See [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=34950]this thread.[/url]... read more | 11/02/2007 (12:14 pm) |