Ross Pawley's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| What hardware is in your PC? | Torque Version: CPU: Intel i7 2600K @ 4.0Ghz Memory: 8GB G.Skill 2133Mhz Motherboard: ASUS P8P67 ... read more | 06/10/2011 (11:40 am) |
| scatteredsky lighting effecting interiors | I think you can fix this by enclosing the interior area with a Zone with Portals leading to the outs... read more | 01/24/2011 (9:39 pm) |
| MaterialMap change (FIX?) | I guess there's more work to be done to make this change robust. Honestly I don't have time to do it... read more | 11/17/2010 (4:29 pm) |
| MaterialMap change (FIX?) | Hmm, that's interesting. How often do you use models without a material.cs though? ... read more | 11/17/2010 (3:29 pm) |
| MaterialMap change (FIX?) | The body isn't rendering at all? ... read more | 11/17/2010 (1:00 am) |
| MaterialMap change (FIX?) | Konrad, I took a look at the places that call getMapEntry either directly or through script, and it ... read more | 10/06/2010 (1:38 am) |
| Terrain painting in T3D beta 3 | @Bryan, I was curious too so I did some investimagating and found out it's actually Heroes of Might ... read more | 10/01/2010 (5:13 am) |
| MaterialMap change (FIX?) | Good to know! Let me know if there's any issues with it and/or if you gather any more useful data a... read more | 09/30/2010 (10:10 pm) |
| MaterialMap change (FIX?) | Awesome. It's good to know that it doesn't obviously break anything in simple tests. Just out of c... read more | 09/30/2010 (9:56 pm) |
| MaterialMap change (FIX?) | Michael, have you tried out this change at all? I'm very curious to hear how it works out from othe... read more | 09/30/2010 (8:54 pm) |
| Torque3D FlyingVehicle | I'm going to investigate this a little more and make sure my changes aren't causing it to just integ... read more | 09/30/2010 (8:44 pm) |
| Network/Datablock question regarding complex scoping of gameplay relevant info | In your example (I'll refer to it from here on out as a "disguised" enemy), you'd probably... read more | 09/30/2010 (5:19 pm) |
| Torque3D FlyingVehicle | Hm, odd. It may be that a fix was made in the Vehicle class to address this, but I dunno. I know i... read more | 09/30/2010 (5:05 pm) |
| Torque3D FlyingVehicle | That's really odd. I fixed the problem via the code above (I edited my post) so it seems weird that... read more | 09/30/2010 (4:15 pm) |
| Torque3D FlyingVehicle | Hey Andy, I recently fixed this in my own build. Essentially the problem is simply a missing call w... read more | 09/30/2010 (4:05 pm) |
| MaterialMap change (FIX?) | Ah right, that's what I thought you meant. I suppose this change would help facilitate material swa... read more | 09/29/2010 (8:14 pm) |
| MaterialMap change (FIX?) | It makes a lot of sense when you think about it. Mapping from a material name to a texture name jus... read more | 09/28/2010 (8:39 pm) |
| MaterialMap change (FIX?) | Nope, I posted it shortly before beta 3 came out, and no one has replied with discussion about this ... read more | 09/27/2010 (8:45 pm) |
| Making arrows stick in enemies | Well, you're going to need to create your arrow as a TSStatic and mount *that*, not your BowProjecti... read more | 09/27/2010 (1:52 am) |
| Making arrows stick in enemies | Nah, the normal would give you an orientation for whatever is "sticking" but really if you... read more | 09/26/2010 (3:25 am) |
| Making arrows stick in enemies | One thing I guess you might run into problems with is if the projectile hits an animated part of a c... read more | 09/25/2010 (9:21 pm) |
| Making arrows stick in enemies | Is there a reason you can't use SceneObject's mounting functionality to achieve this? SceneObject... read more | 09/25/2010 (7:11 pm) |
| T3D 1.1 beta 3 - DefaultEmitter Console Spam w/fix [LOGGED] - RESOLVED | @Steve, are there any materials in B3 that have just blank names (i.e., Material() instead of Materi... read more | 09/21/2010 (2:08 am) |
| [PAID] $8,000 - 3D Artist and Torque 3D Programmer | @GameNetCompany, are you still in need of contractors? Please contact me at ross.pawley@gmail.com. ... read more | 09/14/2010 (6:39 pm) |
| Dynamic Cloud Coverage | You're right, your change isn't being sent across to the client. So you'll want to make sure to cal... read more | 09/14/2010 (1:15 pm) |
| T3D - 2 issues - Fog and transparency | Glad that helped some :) Ah, it appears there isn't a fogScale value. There are tweak scalars fo... read more | 10/13/2009 (9:16 pm) |
| T3D - 2 issues - Fog and transparency | I believe the GroundCover issue is caused by GroundCover not being written into the depth buffer (th... read more | 10/13/2009 (5:52 pm) |
| T3D - Ground Cover questions | 1. Possible it's bad normals.... 2. GroundCover shapes should primarily be stuff that woulldn't sto... read more | 10/07/2009 (9:22 pm) |
| how can I add lightrays to spotlights? | Undercity just had their lightrays as TSStatics. If you want something dynamic, you'd have to imple... read more | 10/02/2009 (4:01 pm) |
| Footprint Decals Don't Scale with Player | The call to the DecalManager which adds a decal when a player's footstep trigger fires is not passin... read more | 09/21/2009 (7:42 pm) |
| B5: noteworthy quarks/issues | @eb, can you provide reproduction info please? A mission file would be much appreciated if it's bar... read more | 09/07/2009 (11:00 pm) |
| Torque 3D Beta 5 Bug: Big framerate drop when scaling an object with shadows enabled | Well, as it's scaling, it will of course be slower. However, I suggest seeing how many verts you're... read more | 09/07/2009 (9:53 pm) |
| Time to correct 'logitudinal' typo ? | I agree, the user shouldn't have to fix the spelling in the engine. I was talking about resources b... read more | 09/07/2009 (7:58 pm) |
| Time to correct 'logitudinal' typo ? | IMO yeah we should just break it. People should be able to fix a spelling change fairly easily via ... read more | 09/07/2009 (6:47 pm) |
| Torque 3D Beta 5 Bug: Big framerate drop when scaling an object with shadows enabled | Right. Well, what's happening here is that when you scale up your object, the decal it's going to c... read more | 09/07/2009 (6:23 pm) |
| Torque 3D Beta 5 Bug: crash related to ProjectedShadow and DecalManager | @Stephane, you'll want to add this change also: Change this [code]if ( (dinst->mFlags & C... read more | 09/03/2009 (7:51 pm) |
| GLSL Support | What Marc meant is that OpenGL on the Mac is missing support for some things that cause Advanced Lig... read more | 08/28/2009 (2:09 pm) |
| Constructor Mirrors in T3D | I believe the functionality is just not there at the moment.... read more | 08/27/2009 (4:29 pm) |
| Porting hitboxes | Uh well if the resource was setting the detail level to something very specific, you might want to p... read more | 08/27/2009 (3:34 pm) |
| Porting hitboxes | The setStatics/clearStatics stuff has been replaced by the TSRenderState class, which allows for a m... read more | 08/27/2009 (3:05 pm) |
| B5 - basic lighting shadow lag | @Orion, the issue's been fixed for the next release. Just didn't make it into B5.... read more | 08/22/2009 (12:38 am) |
| Torque 3D Beta 5 Bug: crash related to ProjectedShadow and DecalManager | @Stephane, I was unable to reproduce the device reset in either stock Beta 5 or the current trunk, b... read more | 08/20/2009 (7:23 pm) |
| [Beta 5 Bug] Shadow Sticks in Basic Lighting | @Manoel, maybe use just the depth pass and shadowmaps then.... read more | 08/12/2009 (3:51 pm) |
| [Beta 5 Bug] Shadow Sticks in Basic Lighting | Yeah, that's not related (ProjectedShadow doesn't even use a regular material). And yeah, tryin... read more | 08/12/2009 (12:05 pm) |
| [Beta 5 Bug] Shadow Sticks in Basic Lighting | I'll try to reproduce that.... Where is it crashing? Edit: Just tested it, it is using the shadow... read more | 08/12/2009 (11:50 am) |
| [Beta 5 Bug] Shadow Sticks in Basic Lighting | You can't just specify the fade range to any old thing you like in the shader. There is a parameter... read more | 08/12/2009 (11:40 am) |
| Attempting to build a renderable ring item | @Rex, yes, when the radius changes, you will want to use it to calculate a new mObjBox, then call re... read more | 08/12/2009 (10:24 am) |
| basic lighting causes loss of gizmo | This happens on my box as well. What I've noticed is that if you move your camera a certain distanc... read more | 08/12/2009 (10:20 am) |
| [Beta 5 Bug] Shadow Sticks in Basic Lighting | Can you guys provide me with a little more information? I do not see this behavior when first start... read more | 08/12/2009 (8:44 am) |
| Basic Lighting Shadow Oddness | FYI guys, we found the issue and the fix will be in the next release :) Thanks for the report!... read more | 08/11/2009 (5:28 pm) |