James Ford's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Bug: Folliage and shape replicators on mesh roads | I have a feeling that further work on fxFoliageReplicator is unlikely, but there will be more work o... read more | 08/09/2009 (1:17 pm) |
| FPS Genre Kit Display Issues | When you start from Torsion (with debugging) it inserts a line at the top of your root main.cs "... read more | 08/09/2009 (12:24 pm) |
| DTS Shadows | Try using toggleNormalViz() [typo possible] in the console and you can compare the color the surface... read more | 08/08/2009 (1:00 pm) |
| Waiting for RC1: ScatterSky Sun not updating elevation position | Yes, I think RC1 (it was too late to make more changes to Beta5).... read more | 08/08/2009 (12:56 pm) |
| Bug: Folliage and shape replicators on mesh roads | I think you could use it to good effect underwater, seeweed right? But since the MeshRoad really is ... read more | 08/07/2009 (10:24 am) |
| Waiting for RC1: ScatterSky Sun not updating elevation position | At this time it the ScatterSky does not know to "setMaskBits" which triggers sending an up... read more | 08/07/2009 (10:17 am) |
| Disable Z-write per material | If they use "in art" decals that write z information, you shouldn't need any engine modifa... read more | 08/07/2009 (9:18 am) |
| Waiting for RC1: ScatterSky Sun not updating elevation position | Actually, looks like this needs to be fixed... In the meantime you could change it on the server... read more | 08/07/2009 (1:48 am) |
| Waiting for RC1: ScatterSky Sun not updating elevation position | The ScatterSky is already setup to send updates to clients when the serverside elevation changes so ... read more | 08/07/2009 (1:26 am) |
| Time of Day crashes Torque beta 4 | @TAFE Do you mean that this is still happening after making the change? Or just trying to debug wh... read more | 08/07/2009 (1:22 am) |
| Walking | It is unlikely that the Player class will receive any new features prior to T3D release. But Manoel ... read more | 08/07/2009 (1:18 am) |
| Multiple textures | Well the simplest thing to try ( off the top of my head ). If you define the material in script t... read more | 08/07/2009 (1:05 am) |
| DTS Shadows | Do you maybe have the material marked as emissive or with alpha-blend transparency? Either of those ... read more | 08/07/2009 (12:50 am) |
| T3D Beta 2, 4 Bug[resolved]: light on explosions and projectiles | You should be able to adjust the lightNormalOffset (as Michael has) to eliminate that effect.... read more | 08/07/2009 (12:47 am) |
| Merging images/Getting access to pixels | Is this just an art generation issue or something that really has to be handled at run time? If at a... read more | 08/06/2009 (11:11 pm) |
| Bug: Rebuild Exports | I have seen this happen when the project/game's exe fails to launch because it is either already run... read more | 08/06/2009 (10:48 pm) |
| Torque 3D Show Off Thread! | -double post-... read more | 08/01/2009 (1:48 pm) |
| Torque 3D Show Off Thread! | Familiar Torque3D levels in "Charcoal-Style"... [image]http://farm3.static.flickr.com/2... read more | 08/01/2009 (1:45 pm) |
| Torque 3D Show Off Thread! | Here is an interesting result I got while working on an SSAO shader... Regular... [image bor... read more | 07/31/2009 (6:31 pm) |
| Fog | The clouds are really just a flat texture, so they have no volume ( even if they could be moved ). B... read more | 07/30/2009 (3:25 pm) |
| Torque 3D Show Off Thread! | Actually the water shader does not do specularity. There were a few specularity "experiments&q... read more | 07/30/2009 (2:53 pm) |
| Fog | Set your fogOffset to 0.0 to fix one issue, then you can use fogAtmosphereHeight to have fog fade ou... read more | 07/30/2009 (1:40 pm) |
| [beta 4 bug] Water Invisible with FullReflect On | Nice one Ryan! I was actually wondering if that was going to be necessary. Committed this fix in the... read more | 07/30/2009 (10:55 am) |
| T3D Beta 2 and 4 Bug[resolved]: Multiple Mounted Image Lights not displaying | Resolved for next release ( really this time ).... read more | 07/30/2009 (9:17 am) |
| (BETA 4) Decals not showing up on many objects | Decals clip against the same collision representation of the object that objects collide against. So... read more | 07/29/2009 (1:33 pm) |
| Fog | The LevelInfo object has a field called fogDensity... read more | 07/29/2009 (1:28 pm) |
| Help with lines on airport runway | DecalRoad only clips against TerrainBlock actually. But it would work quite well for long/curvy stri... read more | 07/29/2009 (1:16 pm) |
| beta 4 bug: foilage replicators rendering when player is underwater | @Andrew I don't follow you, what change did you make to replicator?... read more | 07/29/2009 (1:07 pm) |
| Dynamic Skybox Swap / Skybox improvements | Have you tried using the BasicClouds class? I think it was added in Beta4 so perhaps not. It all... read more | 07/27/2009 (4:00 pm) |
| Torque 3D Show Off Thread! | @Jacob Nice. I like how you were able to twist our "environmental" effects to your sinist... read more | 07/27/2009 (10:11 am) |
| Multiplayer Broken? | Hmm... like replacing write with writeRangedFloat? Oops. [small]I might need to go back and do that ... read more | 07/27/2009 (9:59 am) |
| T3D's features? | @BrettW That would be really awesome. Actually... why stop at a screenshot or video... stick a whol... read more | 07/27/2009 (9:57 am) |
| [Beta 2 Bug] Terrain Block Edges and ScatterSky Sun Shadows (Fix) | @Jason Yes that is pretty much the fix Tom is planning on.... read more | 07/27/2009 (9:45 am) |
| beta 4 bug: foilage replicators rendering when player is underwater | This is tricky... Foliage renders after Water so that is why it appears to be "on top" of ... read more | 07/27/2009 (9:44 am) |
| beta 4 bug: river rendering problem when player is underwater | Hm, maybe we need to sort the water render instances so they are rendered from farthest to closest..... read more | 07/27/2009 (9:38 am) |
| Max 9 & PhysX issue... | It is a rather detailed process with lots of seemingly minor things that can botch to entire process... read more | 07/27/2009 (9:33 am) |
| PhysX vs RigidShape | [quote]Is PhysX going to die off in T3D, to be replaced with a full suite of Havok tools instead?[/q... read more | 07/27/2009 (9:08 am) |
| car and road mesh | The meshRoad collision is very unoptimized currently. Logged for further work THREED-581... read more | 07/24/2009 (1:30 pm) |
| [beta 4 bug] Water Invisible with FullReflect On | 20000 triangles in a single draw call seems like a lot, maybe you hit some limit on your card? Try r... read more | 07/24/2009 (1:12 pm) |
| changing billboard alignment? | Can't say I know anything about Precipitation but I'm guess this would be a code-change.... read more | 07/23/2009 (4:02 pm) |
| Torque3D Beta 1 Bug - Editor Coordinate Space problem | I could be misinterpreting your screenshots, but I think this actually might not be a bug. The t... read more | 07/23/2009 (12:10 pm) |
| Can StaticShape use Polysoup? | As a clarification to what Michael said already, movement of the entire object or destruction of the... read more | 07/23/2009 (11:58 am) |
| changing billboard alignment? | The particle system does currently support world-aligned particles, I integrated this from a resourc... read more | 07/21/2009 (11:24 am) |
| B4 - Basic Cloud textures are incorrect with defaults | Oops, the new cloud textures in the FpsKit/game/art/skies/clouds were not copied into the FullTempla... read more | 07/21/2009 (11:20 am) |
| How to create gui "inspector like"? | If you want you can actually use the inspector. Or you know the dialog that lets you give an object ... read more | 07/21/2009 (11:14 am) |
| T3D Beta 4 Bug resolved: can't create path markers | Solved [url=http://www.garagegames.com/community/forums/viewthread/97365]this problem.[/url]... read more | 07/21/2009 (11:03 am) |
| multiplayer implemented? | This was not a question directed at the maker of this kit. It was addressed to other people working... read more | 07/19/2009 (12:12 am) |
| GUI - TreeView Control | Torque has always had one, GuiTreeViewCtrl. Though it is really not designed as a general purpos... read more | 07/18/2009 (11:31 pm) |
| Adding bullets, kicking, and punching to the game? | I would probably do this by playing an animation and then (at the full extent of the animation) perf... read more | 07/18/2009 (6:47 pm) |