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 |
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) |