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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)