Game Development Community

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)