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James Ford's Forum Posts

Thread Post Date Posted
beta 4 bug: river rendering problem when player is underwater A little update... Unfortunately we will not have a fix for this until 1.1, when the rendering of... read more 09/04/2009 (5:09 am)
Beta2 River Bug - RESOLVED Ugh, I was never able to reproduce this on any of the machines/cards I have access to... Any chance ... read more 09/04/2009 (4:19 am)
CloudLayerShader (Networked) Fixed for the next release. CloudLayerShader is now fully 2.0 compatible, it really did not need ... read more 09/04/2009 (3:45 am)
Bug: Visibility Distance in Editor Display Oddities Seems like this is fixed in Beta5, are you still able to reproduce this Jordan? [image]http://far... read more 09/04/2009 (3:05 am)
Larger view distance = black skybox in editor Hi Adam. I am investigating the "black sky with very large visibleDistance" issue. B... read more 09/04/2009 (2:47 am)
README: User control of reflection map intensity (material cubemaps). By "planar specular reflection" do you mean planar reflections like on windows of a dif or... read more 09/03/2009 (4:13 pm)
[Help] PhysX Demo + Terrain = Sadface Resolved for next release. Notes: Terrain will now update its collision when modified without ne... read more 09/03/2009 (4:08 pm)
Beta5Bug -- soft object snapping is not working Looks like there are at least 6 issues with snapping already logged... So known issue I'd say. I'm a... read more 09/02/2009 (6:23 am)
CloudLayerShader (Networked) Logged as THREED-719... read more 08/30/2009 (8:32 pm)
CloudLayerShader (Networked) Ah well that's good to hear, I think cloud layer's shaders might not "really" require 3.0,... read more 08/30/2009 (8:28 pm)
CloudLayerShader (Networked) Do you mean that when he tries to connect to the game it fails on ghosting and does not allow him to... read more 08/30/2009 (8:26 pm)
commandToClientvs Using Callback in Servermessage If you want to do one specific thing there's no reason to do more than a commandTo. The servermessag... read more 08/30/2009 (8:15 pm)
VertexIn_PNTTTB (possible bugs) That right there actually is doing what tom was talking about, generating the binormal in the vertex... read more 08/30/2009 (8:03 pm)
singleton GuiControlProfile with "" or not? Further technicalities: If the object already exists it is not deleted or recreated, but any fields... read more 08/30/2009 (7:45 pm)
DIF, DTS, Life and the universe in T3D - advice please You might do something like that in torque by spawning off new dedicated servers and migrating clien... read more 08/30/2009 (7:42 pm)
help? why is this shader not working? BTW this is contradictory: # renderTime = "PFXAfterDiffuse"; # renderBin = &... read more 08/30/2009 (7:40 pm)
Beta 5 precompile failed? (Torsion) This thread will forever remain in your profile. Years later after shipping several chart-toping Tor... read more 08/30/2009 (1:50 pm)
Beta 5 precompile failed? (Torsion) Botched your main.cs perchance?... read more 08/30/2009 (11:54 am)
README: User control of reflection map intensity (material cubemaps). So you are thinking make the reflectivity just a constant amount (but adjustable) and just have spec... read more 08/29/2009 (4:52 pm)
REQUEST: Collision Box asset for World Editor It sounds to me like the recently posted (in the t3d forums) fxForceField class could do pretty much... read more 08/29/2009 (4:35 pm)
Give us an update.... please? Quick note: Ctrl + K and Shift + Ctrl + K can be used to comment and uncomment the currently selecte... read more 08/29/2009 (4:32 pm)
T3D Beta 2 Bug: Swiming Animation I would suggest you to run in debug from visual studio, hit F12 while swimming forward, then put a b... read more 08/28/2009 (11:59 pm)
Problem with custom pose Your best bet is to step through updateMove and try to determine whats going on. Find all references... read more 08/28/2009 (10:44 pm)
[Beta 5 Bug] Player visible while swimming This is an art issue with Gidean, described in detail in [url=http://www.garagegames.com/community/f... read more 08/27/2009 (3:40 pm)
Bounding box coordinates in datablocks You should be able to modify the datablock's bounds from the console ( or probably the datablock edi... read more 08/27/2009 (3:36 pm)
README: User control of reflection map intensity (material cubemaps). To review a little, the question is twofold... 1. How should the REFLECTIVITY of a material be ca... read more 08/26/2009 (11:43 pm)
[resolved]B5 Add Corona Alpha Issue (minor) Steve, are you still able to reproduce this, and if so what steps are you taking?... read more 08/26/2009 (4:29 pm)
Fog? Since FxFoliageReplicator and GroundCover render with their own shader (not shadergen) probably its ... read more 08/26/2009 (4:06 pm)
T3D Beta 1 Bug[fixed, sort of]: CubeMap material hides diffuse texture Proposal for how this should work in [url=http://www.garagegames.com/community/forums/viewthread/100... read more 08/26/2009 (3:56 pm)
[beta5 & previous] Collision code allow the Eye and Weapons to clip through meshes Normally in first person the weapon is not rendered in the players actual hands as it would be in th... read more 08/26/2009 (3:54 pm)
[beta5 & previous] Collision code allow the Eye and Weapons to clip through meshes I've been taking a look into resolving this issue, so, two topics. First off, the weapon-push-bac... read more 08/26/2009 (3:18 am)
Fog? Water fog, above and under, does work in BL, it just doesn't look very good compared to AL. You p... read more 08/25/2009 (11:29 pm)
Fog? Fogging is only done by PostEffect for Advanced Lighting ( since it uses the prepass depth ), in Bas... read more 08/25/2009 (11:02 pm)
Beta 5 rendering issues - Porting fxForceField It looks right at first glance... My only idea is to get a really simple scene with only your obj... read more 08/25/2009 (10:44 pm)
Torque 3D Beta 1 Bug - Road and material selection causes crash Made this change for the next release. [small]Maybe autocomplete for 1.1...[/small]... read more 08/25/2009 (3:33 pm)
Torque 3D Beta 3+ Bug - Compiling with -compileAll Ok, it works, it just also happens to put up the splashscreen and complain about addResPath, but it ... read more 08/25/2009 (3:09 pm)
Torque 3D Beta 3+ Bug - Compiling with -compileAll @Konrad How were you actually making use of this? I have applied your fix but launching from a shor... read more 08/25/2009 (3:06 pm)
Precipitation not generated 360 around camera. Fixed for next release! Splashes are now properly always camera facing and drops will properly camer... read more 08/25/2009 (1:17 pm)
Torque 3D Beta 1 Bug - Road and material selection causes crash Actually, on second thought, since the MaterialSelector is really more useful than the drop-down-lis... read more 08/25/2009 (11:43 am)
Torque 3D Beta 1 Bug - Road and material selection causes crash TerrainBlockMaterial is gone now so that problem is no more and I have been unable to cause any cras... read more 08/25/2009 (11:32 am)
Fog? One of the sampler registers your PostEffect is trying to use must not be getting set for some reaso... read more 08/25/2009 (11:29 am)
[T3D Beta5] can't memory fog color Where are you setting the fog color, and do you have a ScatterSky or what other Sky/Sun objects in y... read more 08/25/2009 (10:59 am)
Beta 5 Bug - Mesh Road and tight corners Resolved this for next release by adding a widthSubdivisions field to MeshRoad. By increasing this b... read more 08/24/2009 (9:49 pm)
Crash when setting new datablock (animation related) Hey Nathan, try this fix out for me. In ShapeBase.cpp, new ShapeBase::onNewDataBlock method below... read more 08/24/2009 (6:53 pm)
[B4bug] Road Mesh Top Not Lit Is anyone still having this bug in beta5 ( It should be fixed ) ?... read more 08/24/2009 (4:27 pm)
Fog? Another random idea, you could hack an "overcast" field into SkyBox that grays it out grad... read more 08/24/2009 (12:12 am)
Fog? The current way it works is, fog happens after opaque objects and before transparent objects. It is ... read more 08/23/2009 (11:53 pm)
Fog? Right, it breaks down in believability with very high fog density. The problem is with a lower f... read more 08/23/2009 (11:29 pm)
Fog? What you are describing is already how the fog posteffect works. The only difference is you are coun... read more 08/23/2009 (11:12 pm)