Kyle Carter's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Why is legacy terrain still developed? | You might try combining the clipmap class with the polysoup class. You'd get a single large mesh you... read more | 04/05/2008 (11:42 pm) |
| TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering | Hey Rene, The clipmap stuff is kinda tricky, and there are a lot of variables that tie into perfo... read more | 04/05/2008 (10:56 pm) |
| TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering | - Clip Levels Yea - that's the problem, the geometry chunks have to be at a certain size relative... read more | 04/05/2008 (9:43 pm) |
| TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering | - Clip levels Hmm - failing to clamp so that coarsest clipstack level is selected means it will r... read more | 04/05/2008 (8:14 pm) |
| TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering | Hey Rene, Ok great - glad that mipping got fixed. In theory all the systems (unique, blended on l... read more | 04/05/2008 (6:02 pm) |
| TGEA 1.7.0 Beta 2 Bug - Atlas unique terrain clipmap recentering | Hey Rene, thanks for digging into this! Matt tossed me a link to the thread (I don't actively monito... read more | 04/05/2008 (5:01 pm) |
| Forest Pack Q&A | I'll be doing Tamarin: A Free, Fast, Open Scripting Runtime on Friday. https://www.cmpevents.com/... read more | 01/29/2008 (3:59 pm) |
| Forest Pack Q&A | Oh interesting. It's like the alpha blend is being disabled. I've reviewed the implementation severa... read more | 01/29/2008 (1:57 pm) |
| How can I optimize? | Well, you might want to take a look at the RTS kit. I don't believe it's compatible with latest Torq... read more | 12/30/2007 (9:15 pm) |
| How can I optimize? | If there's a return inside the else then you'd have trouble. The advantage of the PROFILE_SCOPE macr... read more | 12/30/2007 (7:08 pm) |
| How can I optimize? | How did you add the block? If you just do PROFILER_START(blah) with no PROFILER_END() the profile... read more | 12/30/2007 (3:30 pm) |
| How can I optimize? | That code is responsible for making physics and game logic behave consistently. Torque runs at a fix... read more | 12/29/2007 (11:29 am) |
| How can I optimize? | I'd merge against the profiler from a recent Torque release (1.5.2 or TGB 1.6 or TGEA) and see what ... read more | 12/17/2007 (5:37 pm) |
| How can I optimize? | Er... I'm not sure what "is this understood?" means, but the numbers that are out of range do happen... read more | 12/17/2007 (2:52 pm) |
| How can I optimize? | %time is percentage of total profiled time for a given item and all of its children. %nstime is n... read more | 12/17/2007 (12:35 pm) |
| Forest Pack Q&A | Nah - you have to update that number manually (but you're right, it SHOULD be the forest count). The... read more | 11/28/2007 (6:21 pm) |
| Forest Pack Q&A | Hmmm... Weird, the forest is definitely eating your time but it's unclear why. What's the tree count... read more | 11/28/2007 (10:55 am) |
| Forest Pack Q&A | Hey guys, Thanksgiving was a bigger time hit than anticipated. :) I'll be putting some time into ... read more | 11/25/2007 (5:53 pm) |
| Forest Pack Q&A | Hmm - Mike, it looks like you might have some bad LOD transitions, but that it's trying to draw tree... read more | 11/20/2007 (6:32 pm) |
| Forest Pack Q&A | Hmm - looks like the view frustum isn't being calculated correctly. Have you put any resources in th... read more | 11/20/2007 (3:16 pm) |
| Forest Pack Q&A | Awesome! Thanks for checking this, Mike! :) Anyone else who can test the [url=http://tdn.garagega... read more | 11/19/2007 (11:09 am) |
| Forest Pack Q&A | Hey guys, I updated the [url=http://tdn.garagegames.com/wiki/TGEForest/Installation]Forest Pack i... read more | 11/18/2007 (7:54 pm) |
| Forest Pack Q&A | PS - thanks a ton for helping debug this. :) I've been pulling my hair out trying to figure out what... read more | 11/10/2007 (11:52 pm) |
| Forest Pack Q&A | So the third test works properly?... read more | 11/10/2007 (11:51 pm) |
| Forest Pack Q&A | Hey guys, I think I have a fix for the dim/no lighting issue. Try this: Line 930 of forestRend... read more | 11/10/2007 (9:45 pm) |
| Forest Pack Q&A | Yeah - the fix looks good. Darn, that code worked perfectly the first time I ran it, and I never fou... read more | 11/08/2007 (10:31 am) |
| Forest Pack Q&A | You can get a good idea of the qualitative improvement by adding a printf in the code that actually... read more | 11/07/2007 (6:42 pm) |
| Forest Pack Q&A | The forest pack does not support animation, so it's important that you make sure the shape displays ... read more | 11/06/2007 (12:11 pm) |
| Forest Pack Q&A | Here's a temporary fix for the lighting issues. First, go to line 140 of forestRender.cc in Fores... read more | 11/04/2007 (6:02 pm) |
| Forest Pack Q&A | Hey guys, A quick status update. I fixed the terrain material detection (now uses the strongest t... read more | 11/04/2007 (4:50 pm) |
| Forest Pack Q&A | Hey guys, I'll spend some time this weekend to get the texture painting and lighting issues sorte... read more | 11/02/2007 (1:00 pm) |
| Forest Pack Q&A | Hmm - and after you painted the terrain you saved the mission and restarted Torque?... read more | 10/30/2007 (11:11 am) |
| Forest Pack Q&A | Thanks! I'm glad the docs are of use to you. Of course, it wasn't all me - I got help from Tom Spilm... read more | 10/29/2007 (1:58 pm) |
| Forest Pack Q&A | It just reads the "most dominant" texture from point on the terrain and uses that for placement. Try... read more | 10/29/2007 (12:19 pm) |
| Forest Pack Q&A | @Chris: I replied in the .plan thread.... read more | 10/28/2007 (5:26 pm) |
| Forest Pack Q&A | @Michael: Hmm - that's a weird one. Are you using standard shapes? Have you done any other engine mo... read more | 10/28/2007 (5:26 pm) |
| Forest Pack Q&A | @Karen Ho: As long as it gets the data, all is well. The exec is there as another way to get the con... read more | 10/28/2007 (4:49 pm) |
| AtlasTexChunk::generateCopy() bugged in 1.0.3 | Wow - that's wacky. I wonder what C++ semantic is causing blah = bar not to use a copy constructor w... read more | 10/28/2007 (4:01 am) |
| Forest Pack Q&A | @Alan: It basically works against 1.4, too, although the exact details of how to tweak the editor sc... read more | 10/27/2007 (11:39 pm) |
| Forest Pack Q&A | It's pretty TGE specific. You might try e-mailing Tom Spilman about his TGEA version. @Stephan - ... read more | 10/27/2007 (3:04 pm) |
| Forest Pack Q&A | This is due to some Lighting Kit changes. The last update pass was on 1.5.0. If you look on Forest, ... read more | 10/27/2007 (12:28 pm) |
| Increasing max heightmap | Square size is by definition the distance between heightfield samples... so I guess you could hack t... read more | 10/23/2007 (5:18 pm) |
| Increasing max heightmap | Those are very important features. The problem is that Atlas doesn't maintain any heightfield data a... read more | 10/23/2007 (4:27 pm) |
| Increasing max heightmap | Your reply kind of confuses me. :) I think you should definitely use legacy for this; the fix is ... read more | 10/23/2007 (4:06 pm) |
| Increasing max heightmap | There are a bunch of constants in the terrain files that control the terrain size. You can play with... read more | 10/23/2007 (3:43 pm) |
| Torque 2 | I'm pretty sure they intend to be able to support DX10. Right now, though, there's not a lot of peop... read more | 10/17/2007 (3:21 pm) |
| Torque 2 | "Polysoup" usually refers to systems that can take an arbitrary mesh - say from 3d studio max - and ... read more | 10/14/2007 (10:23 pm) |
| Torque 2 | Just a random potshot on the BSP/polysoup issue... Take a look at TGE and TGEA's collision code. ... read more | 10/14/2007 (3:55 pm) |
| SimObject from ID - howto? | Another idiom (which I prefer) is: [code] DeckObjectClass *deckObject = NULL; if(!Sim::findObje... read more | 10/14/2007 (1:26 pm) |