Game Development Community

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)