James Ford's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Fog? | On the Sky or ScatterSky there should be a "render ban height" field. That is the current ... read more | 08/23/2009 (5:16 pm) |
| Need help with lights for a CustomMaterial | It looks to me from the video that the object "lighting" is working, but the "shadows... read more | 08/20/2009 (6:42 pm) |
| Underwater Effects, such as Caustics, Distorted/Wavy Screen, Rays, etc... | Sounds cool. Oh right, Sim::getCurrentTime is C++, its getSimTime() in script I believe.... read more | 08/20/2009 (5:28 pm) |
| Bug? StaticShape continuing functions on new level | There is an onRemove that would be called when you load a different level. And there is a ConsoleFun... read more | 08/20/2009 (1:43 pm) |
| Underwater Effects, such as Caustics, Distorted/Wavy Screen, Rays, etc... | If you put this in your PostEffect's shader, the total elasped time will be sent to it automatically... read more | 08/19/2009 (1:07 pm) |
| Underwater Effects, such as Caustics, Distorted/Wavy Screen, Rays, etc... | The easiest thing is to look at how the PostEffects already written are doing it.... read more | 08/18/2009 (9:45 pm) |
| Beta 5 ArrayObject Documentation error | Is it just me, or do those two look exactly the same? Edit: it was just me... read more | 08/18/2009 (1:31 pm) |
| Road Tool | Thanks Travis! We have also thought that would be a useful feature, but I can't promise we will have... read more | 08/18/2009 (1:28 pm) |
| Beta5 Bug - Collision and the player | The distinction of capsule/box only makes any difference if you are using the physx module. Stock to... read more | 08/18/2009 (1:24 pm) |
| Underwater Effects, such as Caustics, Distorted/Wavy Screen, Rays, etc... | Note: DOF actually doesn't use it, but otherwise Manoel is correct. The way it works now, there i... read more | 08/18/2009 (1:21 pm) |
| StretchRect Errors | This issue has already been fixed in the trunk. As a "quick fix", you can replace GFXD3... read more | 08/17/2009 (5:41 pm) |
| Shader Question (RefractMap is All Black) | Dynamic cubemaps are for reflections it would not be appropriate for a refraction. It is not current... read more | 08/17/2009 (2:16 pm) |
| Shader Question (RefractMap is All Black) | I think this has probably been answered for you in the other thread, $refractBuff is not supported a... read more | 08/16/2009 (9:44 pm) |
| Depth of Field not working | Ok first problem, which eb spotted. change #5: to Replace line 66 of DOF_DownSample_P.hlsl with t... read more | 08/15/2009 (3:30 pm) |
| Depth of Field not working | I'll try installing Beta5 "retail" and applying my own changes. Maybe I'll spot something ... read more | 08/15/2009 (2:50 pm) |
| Torque Beta 5 can only work with DirectX 10 graphics card is that correct? | Nope. T3D uses DX9 for PC.... read more | 08/14/2009 (11:56 pm) |
| Has Schedule Syntax Changed? | There are two schedules... schedule( %time, %obj, %command ) %obj.schedule( %time, %method, %arg... read more | 08/14/2009 (10:57 pm) |
| Depth of Field not working | @Bryan Thanks for taking the time, I know its a lot of changes... That shader error has been p... read more | 08/14/2009 (10:24 pm) |
| T3D performance on low-end machines ? | Not too great, but it was usable, even with the WorldEditor open (though the trackpad wasn't very ef... read more | 08/13/2009 (4:20 pm) |
| T3D performance on low-end machines ? | I was able to run T3D with basic lighting on my Eee PC netbook. I only tried the blank room mission ... read more | 08/13/2009 (4:11 pm) |
| basic lighting causes loss of gizmo | Fixed this for next release. Here is the fix. In source file "engine/source/lighting/common/... read more | 08/12/2009 (3:22 pm) |
| B5: DOF drastic change from B4 | Posting updates in [url=http://www.garagegames.com/community/forums/viewthread/99279]this thread[/ur... read more | 08/12/2009 (2:23 pm) |
| Depth of Field not working | Notes: The API for controling DOF has been improved greatly (imo) and large amounts of documentat... read more | 08/12/2009 (2:14 pm) |
| Depth of Field not working | Ok did some work on DOF last night and I will post how to integrate those changes here. That way it ... read more | 08/12/2009 (2:07 pm) |
| basic lighting causes loss of gizmo | Logging as THREED-643 Invisible gizmo in basic lighting at close distances. ... read more | 08/12/2009 (12:56 pm) |
| Fog | @Szzg007 fogColor and fogDensity should be editable fields on the LevelInfo object. What is not wor... read more | 08/12/2009 (12:49 pm) |
| activating "crouch" and "prone"? | Feel free to keep playing around with this. There is probably a simple explanation. Since I don't... read more | 08/12/2009 (12:21 pm) |
| activating "crouch" and "prone"? | Um, im not sure why he would have a prone_EnterFromCrouch, but you can rename it to "prone_root... read more | 08/12/2009 (3:23 am) |
| activating "crouch" and "prone"? | My only idea is that perhaps you don't have a sequence called "prone_root" or if you do it... read more | 08/12/2009 (3:14 am) |
| Torque 3D Show Off Thread! | Looking sweet! Btw you can use hideHUDs(true) in the console to get a nice screenshot.... read more | 08/11/2009 (3:00 pm) |
| How can i work Crouch and Prone ?? | Some of this mentioned in [url=http://www.garagegames.com/community/forums/viewthread/95905]this thr... read more | 08/11/2009 (2:18 pm) |
| Bug: Folliage and shape replicators on mesh roads | That is not what I experienced when testing. I toggled it from allowOnStatic true/false and it was b... read more | 08/11/2009 (2:02 pm) |
| B5: DOF drastic change from B4 | The particular parameters we are using for warrior camp and that rifle are not too important. If you... read more | 08/10/2009 (9:27 pm) |
| Water Block Problem | I was hoping to use your DIF (which is probably zoned) to test why buoyancy is being applied and how... read more | 08/10/2009 (8:50 pm) |
| B5: DOF drastic change from B4 | It is off by default. If you look down the scope of the "rifle" it should turn on. Also yo... read more | 08/10/2009 (8:43 pm) |
| Water Block Problem | @Julian Could you possibly send me the DIF you are testing with?... read more | 08/10/2009 (3:54 pm) |
| Bug: Folliage and shape replicators on mesh roads | Actually I just tested this and could find no problems. "allowOnStatics, allowOnWater, allow... read more | 08/10/2009 (3:43 pm) |
| Waiting for RC1: ScatterSky Sun not updating elevation position | Resolved for RC1. Elevation and azimuth are now networked automatically. If the user wishes to c... read more | 08/10/2009 (2:04 pm) |
| Torque 3D Beta 1 Bug - depth of field skybox issue | Resolved. Fixed as part of the general overhaul of DOF.... read more | 08/10/2009 (12:31 pm) |
| Torque 3D Beta 1 Bug - Depth of Field issue | Marked as resolved. The DOF technique has changed significantly since this original posting and ... read more | 08/10/2009 (12:29 pm) |
| precipitation issues (pending) | Precipication issues as brought up in [url=http://www.garagegames.com/community/forums/viewthread/91... read more | 08/10/2009 (12:00 pm) |
| Removing of COLLADA files for publishing possible? | Logged this for consideration for integration THREED-624... read more | 08/10/2009 (11:56 am) |
| Bad Rotations | Logged as THREED-623... read more | 08/10/2009 (11:38 am) |
| No Beta 5 today? | @Andy SSAO has received some work but unfortunately we didn't get it finished in time for Beta5... ... read more | 08/10/2009 (11:31 am) |
| Bug in path markers | [quote]3. if I put the above code in a file of my own creation like so: scripts/server/myAIstuff It ... read more | 08/09/2009 (1:49 pm) |
| FPS Genre Kit Display Issues | Weird things can happen sometimes... for example every now and then I get a build error from VS that... read more | 08/09/2009 (1:44 pm) |
| Water Block Problem | Logging: Water buoyancy applied to Player in a different zone THREED-617... read more | 08/09/2009 (1:31 pm) |
| Water Block Problem | Logging: Player difficulty getting out of water THREED-616... read more | 08/09/2009 (1:29 pm) |
| Torque 3D Show Off Thread! | We are still reworking HDR because (as you have noticed) to get it looking good you end up having to... read more | 08/09/2009 (1:26 pm) |
| Multiple textures | This is one of the Materials within materials.cs for the BoomBot. [code] new Material(blue_IB1) {... read more | 08/09/2009 (1:22 pm) |