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) |