Game Development Community

Chris Haigler's Forum Posts

Thread Post Date Posted
Adding FXAA to T3D - Live Blog! Great stuff, Tom. Should be a nifty improvement to T3D.... read more 08/19/2011 (7:57 pm)
Quick question, uncapping playercount I'm not exactly sure what would happen. The servers may not show up at all in the list.... read more 08/17/2011 (9:26 pm)
Quick question, uncapping playercount $pref::Server::MaxPlayers is capped at 255 (or, rather, serverQuery.cpp will only handle a maxPlayer... read more 08/17/2011 (8:35 pm)
Full Engine coding ? Going full-on C++ is possible but it's not inherently more secure than TorqueScript and it does have... read more 08/02/2011 (9:32 am)
Mesh stops rendering There may be an issue with either the size of the bounding box or it's position relative to the stai... read more 07/20/2011 (12:05 am)
Vehicle Physics Accurate vehicle-to-vehicle and vehicle-to-player collision responses are something the RigidShape-b... read more 07/19/2011 (11:41 pm)
In-Game Image coloration, how? You might be able to make use of GFXDrawUtil::setBitmapModulation() which changes the modulation col... read more 07/16/2011 (5:35 pm)
AntiAliasing and Advanced Lighting There are a couple params you can tweak in MLAA.cs that might improve the results. Look for: lumaCoe... read more 07/14/2011 (10:54 pm)
AntiAliasing and Advanced Lighting MSAA can't be used with Advanced Lighting due to the way deferred rendering works. I believe 1.1 Fin... read more 07/14/2011 (8:36 pm)
Help about pick up weapon and shoot with they I would take a look at the Full Template or the FPS Example that comes with T3D to get a better idea... read more 07/13/2011 (10:40 am)
[T3D 1.1 Final] More script callback argument corruption (DECLARE_CALLBACK) - LOGGED (THREED-2100) I believe this also causes issues with the onCollision callback for projectiles (ProjectileData::onC... read more 07/09/2011 (10:27 pm)
Confused at some Global Vars These are defined in the engine (C++ side). Look in moveManager.cpp, starting with MoveManager::init... read more 07/09/2011 (5:42 pm)
Blender Exporter Doesn't Work! I don't believe the Blender DTS exporter works with Blender 2.5x. You'll have to use an earlier vers... read more 06/20/2011 (10:26 pm)
A question about the price for artwork. Costs vary wildly between artists and it's fairly rare for an artist to give rates up front, they ty... read more 06/11/2011 (2:36 pm)
Flat Shading Terrain Bit of an update on this. I spent a couple of days tinkering with getSmoothNormal() but couldn't ... read more 06/04/2011 (11:03 am)
Rendering 2 different scenes from the same SceneGraph Could you not simply use another GUI (maybe a GuiObjectView?) and overlay it onto the typical playGu... read more 05/12/2011 (9:42 am)
[Bug] - Posting a Resorce for Torque 3D Pro. - LOGGED (GGC-674) Same for me. The error actually shows up for any of the available products on my end so I can't post... read more 04/27/2011 (1:04 pm)
Drag objects into scope? Hmm. Perhaps scopeToClient() the object in question? ... read more 10/10/2010 (7:36 am)
coding gotcha - getRealTime() can become negative w/ system uptime Oops, little correction: you'd have to cast the comparison result to a U32 instead of an S32. getSim... read more 10/10/2010 (7:30 am)
coding gotcha - getRealTime() can become negative w/ system uptime It shouldn't matter. Let's consider the following: $myTime = 2147483647 (max value for an S32) ... read more 10/09/2010 (10:58 pm)
coding gotcha - getRealTime() can become negative w/ system uptime The best way to deal with wrapping issues like this is to avoid direct comparisons between two times... read more 10/09/2010 (10:35 pm)
Render to texture No, render-to-texture doesn't require shader usage. There's actually a variety of ways to render to ... read more 10/09/2010 (5:51 am)
Precipitation collision I made some modifications to combat this very issue. Essentially each raindrop casts a single ray al... read more 12/14/2008 (4:22 pm)
Tagged String Hell Assuming %weapon will be in scope when messageAll is called, you should be able to simply do: [code... read more 09/01/2008 (7:57 pm)
Jerkyness because of shadow rendering Well, Duncan's resource is really just a good starting point. Revamping the shadow renderer to use F... read more 01/23/2008 (11:51 pm)
Jerkyness because of shadow rendering The dynamic shadow renderer is fairly slow and as you've seen, it really starts to hamper performanc... read more 01/22/2008 (10:17 am)
Ghosting code and questions Glad I could help. :)... read more 01/02/2008 (9:19 am)
Ghosting code and questions Regarding the "unpackUpdate function must be symmetrical to packUpdate," what this means is the orde... read more 01/02/2008 (8:46 am)
Optimizing Lightning I'm still working through this issue but haven't made a great deal of progress. It's obvious from th... read more 01/01/2008 (11:55 am)
Dump.DMP and player.max? Player.max is the 3DS Max version of the player shape (player.dts). I imagine it's included so those... read more 01/01/2008 (11:52 am)
Optimizing Lightning [code] ... ... ... static Vector renderLBoltVert(__FILE__, __LINE__); static... read more 12/30/2007 (8:00 pm)
Compiling problem - Big exe and slow gameplay...? Open the 'Build' menu and select 'Configuration Manager...'. When the Configuration Manager window o... read more 12/23/2007 (9:33 am)
Vehicle/Rigid Collision Fixes Henry, could you talk a bit more about your "interpentration hack"?... read more 11/07/2007 (8:25 am)
Mission/Terrain Editor Interiors and shapes won't be repeated. Keep in mind, however, changes to the terrain texture (inclu... read more 08/29/2007 (1:22 pm)
Client-side item not properly updated Glad I'm not the only one having this problem. I've done a comparison of both item.cc and item.h fro... read more 08/03/2007 (10:46 am)
Client-side item not properly updated Sorry for bumping an old topic but I seem to be having the same issue using a clean copy of TGE 1.4.... read more 08/02/2007 (8:30 am)
Vehicle Camera Effects D'oh! I've got it working. Forgot all about having to update the CameraFXManager from within whateve... read more 07/30/2007 (10:17 pm)
Issues with a resource, new to this The last two lines are indicating that the "setForceFalling" method doesn't exist for that particula... read more 03/12/2007 (11:29 pm)
GuiTextListCtrl Problem, Bug, Error Hmm... if you delete a file (via DeleteStatFile) and restart the game, does it still appear in the l... read more 03/01/2007 (11:33 am)
GuiTextListCtrl Problem, Bug, Error Everything (should) be properly removed from the text list when you call removeRowById() but once yo... read more 03/01/2007 (6:59 am)
GuiTextListCtrl Problem, Bug, Error I believe what you're seeing is a result of the ResourceManager caching resources. If I remember cor... read more 02/28/2007 (8:37 pm)
TSStatic::renderShadow? where it is? I have TLK (1.4.2, however, so things may be different in 1.5) and there's still a renderShadow() me... read more 02/21/2007 (1:19 pm)
Better way to get value of global script variable? Glad I could help. :)... read more 02/20/2007 (8:21 pm)
Better way to get value of global script variable? Look in console.cc around line 561. You should find: setVariable(), setLocalVariable(), setBoolVaria... read more 02/19/2007 (9:03 pm)
Chapter20 rustlers Looks like a spelling error: 'AudioCloset3d' should be AudioClosest3d.... read more 02/13/2007 (5:38 am)
Negative Velocity method? Try VectorScale(%vel, "-1 -1 -1");... read more 02/08/2007 (2:23 pm)
High bandwidth need using 12 vehicles Here's some advice to hopefully get you started (and a bump so perhaps someone more knowledgeable wi... read more 01/26/2007 (6:42 pm)
Color There's a ColorPickerDlg.gui in /common that might be of some use to you.... read more 01/23/2007 (2:09 pm)
Can the engine run onCollision() just once per collision? Try searching in the engine for hardImpactSound/softImpactSound and hardImpactSpeed/softImpactSpeed ... read more 01/22/2007 (8:49 pm)
Torgue 1.5 and gui editor I think the fix is to set "canSaveDynamicFields" to "1".... read more 01/22/2007 (1:12 pm)