Scott Doerrfeld's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Dedicated Server Canvas Problem | Nevermind I was running the 'tutorial.base' game...which doesn't appear to work in dedicated mode ou... read more | 03/20/2007 (2:27 pm) |
| Linux install/compile walkthrough | Ok, there is DEFINITELY no other instances of Torque running. A 'ps' check proves it. What on eart... read more | 03/20/2007 (7:27 am) |
| Linux install/compile walkthrough | Ok. Almost there. I am compiled and now trying to run. Here is what I get when I try to run my bi... read more | 03/19/2007 (3:39 pm) |
| Linux install/compile walkthrough | This is what I got on a 'yum install x11-devel': [code]Setting up Install Process Setting up rep... read more | 03/19/2007 (2:25 pm) |
| Linux install/compile walkthrough | Grepping x11 gets me the following output: [code]xorg-x11-Mesa-libGLU-6.8.2-37.FC4.49.2.1 xorg-x... read more | 03/19/2007 (10:34 am) |
| Linux install/compile walkthrough | Been making some progress. Made it here: [code] . . . --> Compiling platform/platformNetAsync... read more | 03/19/2007 (10:32 am) |
| Linux install/compile walkthrough | Here is my output on those commands: [code][scott@localhost TorqueSDK]$ rpm -qa | grep freetype ... read more | 03/16/2007 (2:35 pm) |
| Linux install/compile walkthrough | Also strange is how after I install SDL, I get a not found with 'rpm -q sdl'. (Note: This is my f... read more | 03/16/2007 (1:48 pm) |
| Linux install/compile walkthrough | The Torque SDK documentation states that the "dedicated server build only requires NASM and a functi... read more | 03/16/2007 (1:38 pm) |
| Problem with setSkinName function | It's not that I am animating textures. It's just that I have multiple textures on a single object t... read more | 03/07/2007 (11:23 am) |
| Character - Clothes | @John "Doppler": I agree that the Hidden Mesh resource is the way to go for thorough character custo... read more | 02/16/2007 (5:49 pm) |
| Texture Memory | Lee...I am curious to know your system specs and video card.... read more | 02/16/2007 (8:17 am) |
| Character - Clothes | Can anyone back up Trusted One's statement? I also have a character creation system where each part... read more | 02/15/2007 (5:57 pm) |
| Texture Memory | So, on my .dif building, let's say I have 40-50 textures ranging in size from 64 x 64 to 256 x 256. ... read more | 02/08/2007 (10:05 am) |
| Player Mimic | Right, essentially I want one player to be mimicking the other player in perfect synchronization.... read more | 02/08/2007 (10:01 am) |
| Player Mimic | Ok, let's say I do this from script. How do I update every frame?... read more | 02/08/2007 (7:30 am) |
| Multi sub-object textures | Caylo, that test sounds very different from mine. The goal of my test was to see the effect of usin... read more | 02/01/2007 (1:02 pm) |
| Multi sub-object textures | I just ran 3 tests on the same model at 3,900 polys. TEST 1 - HIGH - Model with 2 multi sub-objec... read more | 02/01/2007 (10:59 am) |
| Multi sub-object textures | Can someone please tell me why this "redrawing" occurs? I am just discovering this after using sever... read more | 02/01/2007 (7:38 am) |
| Texture Memory | Thanks about the JPG's...am still wondering about my initial question tho: Does it matter how man... read more | 01/31/2007 (12:31 pm) |
| Texture Memory | Ok but making a low-quality jpeg hurts the in-game rendering performance?... read more | 01/31/2007 (10:25 am) |
| Texture Memory | What exactly is meant by "lossy jpeg"?... read more | 01/31/2007 (9:34 am) |
| Detailmaps for DTS : Suprise :-D | Yeah what about the 3ds max exporters? Can they support detail textures as well?... read more | 01/23/2007 (12:17 pm) |
| Multi sub-object textures | The problem for me with using one single texture is I have separate textures that dynamically change... read more | 01/23/2007 (9:17 am) |
| Multi sub-object textures | Can someone please respond? This is very important for everyone I would think, since it could heavi... read more | 01/23/2007 (8:27 am) |
| Shiny/metallic textures? | You can only do environment mapping on players and mounted objects...I think. You can also use it o... read more | 01/23/2007 (5:34 am) |
| Multi sub-object textures | Can someone please tell me why this "redrawing" occurs? I am just discovering this after using seve... read more | 01/22/2007 (9:26 am) |
| Lowest Level Of Detail (LOD) | Thanks, that does the trick!... read more | 01/11/2007 (2:40 pm) |
| Textures and Legal Issues | Thanks. That helps answer my first question. But what about taking photographs of clothes that I b... read more | 12/26/2006 (6:23 pm) |
| 2-sided textures not lighting properly | I am having this problem as well with my 2-sided materials. It seems if there are any 2-sided mater... read more | 12/12/2006 (11:11 am) |
| DTS Collision Mesh & Lighting | Also, I am wondering if scaling a DTS object in Torque will have much effect on the lighting.... read more | 11/30/2006 (12:01 am) |
| DTS Collision Mesh & Lighting | That would make sense, but I am finding that usually one primitive IS enough. Even with a one-primi... read more | 11/29/2006 (3:43 pm) |
| Dead bodies, DIFs and "Error, no plane possible!" | I am suddenly getting the "no plane possible" error as well when I run Torque in debug mode. I am u... read more | 11/27/2006 (9:25 am) |
| DIF and engine performance | [quote]Torque already culls object if their entire bounding box is outside of the view frustum[/quot... read more | 11/21/2006 (12:13 am) |
| DIF and engine performance | Actually in the scenarios I described there was no portalizing going on. I wasn't aware the bsp mec... read more | 11/15/2006 (5:27 pm) |
| DIF and engine performance | This is great thread! I have some further questions... 1) I have two DIF files loaded into Torqu... read more | 11/15/2006 (2:43 pm) |
| Color Wheel | Well what do you know! Awesome! Beg your pardon for not noticing. Makes me feel noobie.... read more | 11/08/2006 (2:16 pm) |
| Map2Dif_Plus Bug - Collision Brushes | Yes, you certainly do need collision brushes for things like invisible barriers.... read more | 11/04/2006 (10:28 am) |
| Detail Brushes vs. No-Touch Geometry | Actually I have an auditorium space with about 400 chairs (800 chair legs) and it runs pretty decent... read more | 11/04/2006 (12:07 am) |
| Textures Showing Up Green (TGE 1.5 and TLK 1.4) | You are right. Using map2dif+ 1.5 resulted in no green. Thanks John!... read more | 11/03/2006 (10:31 am) |
| Detail Brushes vs. No-Touch Geometry | The link you posted, ChrisG, tells us that very narrow brushes should probably be made detail brushe... read more | 11/03/2006 (10:01 am) |
| Detail Brushes vs. No-Touch Geometry | FYI... It is my assessment so far that using more detail brushes results in a slighly lower frame... read more | 11/01/2006 (8:36 am) |
| Textures Showing Up Green (TGE 1.5 and TLK 1.4) | Applying these settings to the map file got rid of the green: "geometry_scale" "32.0" "light_geo... read more | 10/31/2006 (10:09 am) |
| Complex Portals | Well one test I did was I made a simple rectangular doorway, made the standard portal, then sliced t... read more | 10/31/2006 (7:13 am) |
| Invisible Detail Brushes Casting Shadows | Well what's weird is even the collision brush doesn't have collision. I am using the map2dif_plus.e... read more | 10/29/2006 (10:22 am) |
| Invisible Detail Brushes Casting Shadows | Yeah I guess the problem with the collision brushes is they deactivate all the collision in the map.... read more | 10/28/2006 (12:26 am) |
| Invisible Detail Brushes Casting Shadows | Yes definitely in 1.4. It receives no shadow from the sun, but yes from any TLK lights.... read more | 10/27/2006 (6:42 am) |
| Invisible Detail Brushes Casting Shadows | I just used a normal brush set to NULL texture and indeed, a shadow is created. :(... read more | 10/27/2006 (6:24 am) |
| TGE 1.5 - Mac Download | Actually I just checked and it's 72 mb.... read more | 10/27/2006 (6:03 am) |
| Texture Detail Level | Thanks to everyone. This is really useful stuff. Could you please help me define the following ter... read more | 10/06/2006 (11:37 pm) |