Game Development Community

Mark Dynna's Forum Posts

Thread Post Date Posted
DIF transparency material I wouldn't call the emissive flag a "bug." Emissive does what it is intended to do. Here's the bri... read more 07/27/2007 (8:25 am)
DIF transparency material [ol][li]The fact that the "emissive" flag makes it work is a "happy coincidence", but I think you've... read more 07/26/2007 (7:33 pm)
ContainerRayCast & Items I've hit the same issues as well. It appears that items need to have a collision mesh to report fro... read more 07/26/2007 (7:21 pm)
Bad Dynamic Lighting Do you think it will get included in the 1.02 release? PS You really kick butt (in a good way) Jo... read more 07/26/2007 (1:21 pm)
Texture error I'm starting to see a recurring theme with TGEA lighting: no bump map = bad results. It seems the w... read more 07/26/2007 (1:20 pm)
Tge Or Tgea? I agree with Michael. If the Advanced features of TGEA aren't crucial to your project, then you're ... read more 07/26/2007 (12:40 pm)
What now GarageGames ? If it comes to it, you might want to see if you can get a copy of XP Pro for each one of those lapto... read more 07/25/2007 (11:54 am)
Black terrian in TGEA Download the April 2007 DirectX SDK. Make sure to install the runtime files as well.... read more 07/25/2007 (10:32 am)
Trying to use GuiShapeNameHUD You can also put a bit of code in GuiShapeNameHUD to capture the mouse events, then pass them on to ... read more 07/25/2007 (7:40 am)
Animations limit? There are some enum values in player.h that define the number of animations allowed. Previously, To... read more 07/25/2007 (7:37 am)
Default Bind and.... Well, you have a couple options there. First of all, it is okay if there is no config.cs file. You... read more 07/24/2007 (9:28 am)
Changing root animation if the player have melee weapon I can't really tell from what you've posted there. Try setting a breakpoint at the top of pickActio... read more 07/24/2007 (8:34 am)
Default Bind and.... Right now the only thing that re-generates it is the saving of the "options" screen. That could eas... read more 07/23/2007 (3:43 pm)
TGEA Scaled Objects Diffuse Lighting Bug/Feature Hmmm... reading what John posts here and seeing Jeff Faust's problems with lighting on Player models... read more 07/23/2007 (1:17 pm)
DynamicCubeMap Documentation/Implementation mismatch ? Kirk, GG forums don't automatically parse links so if you could (in the future) wrap those links in ... read more 07/23/2007 (1:13 pm)
Full screen FX Super cool stuff! Please keep posting your progress.... read more 07/23/2007 (1:02 pm)
Small Discovery That's very interesting indeed. Good to know.... read more 07/23/2007 (11:01 am)
When will the 1.02 out? I don't think we need to worry about the "updates for 1 year thing." Although the TGEA license does... read more 07/23/2007 (11:01 am)
TGEA and LensFlare If you can do it, I'm sure everyone would appreciate you posting it as a Resource.... read more 07/23/2007 (10:52 am)
When will the 1.02 out? @Andy: My comment about maturity wasn't referring to anyone specific. I'm just reiterating the reas... read more 07/20/2007 (3:34 pm)
Why oh why - book version 1 I'm fairly sure I bought version 1 of this book as well. I encountered exactly the same stuff: the ... read more 07/20/2007 (2:28 pm)
Scope client from a gui Definitely sounds like a commandToServer situation to me, mb.... read more 07/20/2007 (2:25 pm)
When will the 1.02 out? [i]sigh[/i] The same old stuff is coming around again on this thread I see. The issue of no publ... read more 07/20/2007 (2:24 pm)
Scope client from a gui Are you wanting to access the client connection object from the Client side or Server side? If you'... read more 07/20/2007 (9:29 am)
RayCast hitting an Item This being my first time of really diving into the Item code, however, I have concluded that it will... read more 07/19/2007 (12:57 pm)
UltraEdit 32 - Worth The $$$? If you're going to pay for a program to write Torque Script with there's nothing better than Torsion... read more 07/19/2007 (12:09 pm)
Bad Dynamic Lighting Cue: John Kabus! "Hi guys, I fixed it. Just do this and that..."... read more 07/19/2007 (10:54 am)
Bad Dynamic Lighting Good catch Jeff. It could be that the TGEA lighting system is really "optimized" to look for that N... read more 07/19/2007 (9:08 am)
When will the 1.02 out? Don't get caught in a "grass is greener" effect. Trust me, you've got a good thing going with TGEA.... read more 07/19/2007 (9:06 am)
Resolved - Need help with nested variable please Oh I've had more than one problem like that. Sometimes you almost [b]wish[/b] it was a complicated ... read more 07/19/2007 (8:42 am)
When will the 1.02 out? I agree with Matt, I would like to know what absolutely critical features TGEA is missing right now.... read more 07/19/2007 (8:39 am)
RayCast hitting an Item Ah, turns out it was nothing so complex. The Item needs a collision mesh to be hit by a raycast and... read more 07/19/2007 (7:56 am)
Dedicated Server Testing I use the same method (a "local" LAN connection) for testing as well. It is a valid test to see if ... read more 07/18/2007 (12:03 pm)
Compiling the l3dt plugin (VC++ 2005 Express) Alright I finally figured it out! There's probably a better way to do this, but this is how it work... read more 07/18/2007 (9:46 am)
Atlas clipmap problem Nice job Thomas. Glad to see you're passing on what you've learned.... read more 07/18/2007 (8:15 am)
How to apply Cloaking, Fading and Hiding in TGEA No I don't think they are working right now. A guy named Jeff Faust is working on the Alpha Fading ... read more 07/17/2007 (8:44 am)
About the emissive flag Chen: What I'm saying is that when you set [i]translucent = true[/i] in your Material entry, TGEA wi... read more 07/16/2007 (9:10 am)
Greetings Game Programmer's Guide to Torque is an excellent book. It helped me tremendously. It's written fo... read more 07/16/2007 (8:02 am)
Towards turning materials into materials You're correct about the 2 kinds of Atlas terrains. There's no real way to use this kind of system ... read more 07/13/2007 (3:58 pm)
About the emissive flag The fact that the [i]emissive[/i] flag solved the transparency problem is a "happy coincidence" as t... read more 07/13/2007 (12:17 pm)
Towards turning materials into materials You're casting the contact surface as a TerrainBlock. Any thoughts of support Atlas with this?... read more 07/13/2007 (12:07 pm)
RayCast hitting an Item There is no Item::castRay function. Is that the obvious part that I'm missing?... read more 07/13/2007 (10:49 am)
ActivateGhosting and object streaming Added Stephen's explanation to [url=http://tdn.garagegames.com/wiki/MemoryManager#How_does_it_work.3... read more 07/12/2007 (10:44 am)
Hitting an access violation in NetStringTable::lookupString(). I didn't realize a shapeName [b]had[/b] to be a tagged string, Stephen. I guess I never ran into it... read more 07/12/2007 (10:34 am)
ActivateGhosting and object streaming Excellent stuff Stephen. This needs to into TDN. Where would you think it would be most appropriat... read more 07/12/2007 (10:31 am)
A ridiculous phenomena ? How do the Material entries for the tree and grass look? That might be a transparency or Z-sorting ... read more 07/12/2007 (8:01 am)
Why the dts models do not have shadows? You only need to create a Datablock for dynamic shadows to work. It should work as a Static Shadow ... read more 07/12/2007 (7:59 am)
Hitting an access violation in NetStringTable::lookupString(). Looks like it's failing getting the ShapeName of a particular object. Try and track down which obje... read more 07/12/2007 (7:56 am)
Register failed for object [name] of class [class]. Oh yeah, the 'ol missing semicolon bug. If you use Torsion and turn on DSO generation for TGEA it c... read more 07/11/2007 (10:21 am)
Atlas2 scale & res It might not be that odd, actually. A unique terrain uses 2 TOC's: geometry and texture. A Blended... read more 07/11/2007 (8:51 am)