Martin Busse's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| What are the consequences of a non-power-of-two texture size? | non-power-of-two textures are normaly not filered -> no mipmaping. They are useful for fullscree... read more | 04/27/2011 (8:52 am) |
| Bug: 1.0.51 light_point entities cannot be edited | Same problem...... read more | 06/19/2008 (11:37 am) |
| Performance issue - TSStatic in constructor? | The missing culling is more a problem of TGE.... read more | 10/08/2007 (3:15 pm) |
| Performance issue - TSStatic in constructor? | The Constructor handles DTS object as an own internal format (SimpleMesh? Not sure about the name). ... read more | 10/08/2007 (9:13 am) |
| Need a hint about muzzleflashes and shell ejection | @Tim Heldna: Perfect. :-) Thank you.... read more | 09/23/2007 (4:23 am) |
| Ragdoll Physics (NOT asking how to make it!) | In most Multiplayer games like UT2 / DOOM3 the Ragdolls are don't handled by the server. The Server... read more | 08/09/2007 (7:37 am) |
| Power Render 6 Source code for $100 to the first 500 developers | Its looks to me that Power Render uses only Direct3D, or can i use Power Render with OpenGL (+GLSL) ... read more | 08/09/2007 (6:15 am) |
| Is Torque what my dev team needs? | @Tim Doom 3 has no radiosity, no parallax mapping (but there is a mod), no penumbral soft shadows a... read more | 06/22/2007 (9:18 am) |
| Why does if (this && that) work but... | Maybe change... [code] if ( (%obj.getClassName() $= "Player" || %obj.getClassName() $= "AIPlayer"... read more | 05/25/2007 (3:13 am) |
| Future of Torque on Linux | Profit? Hmm... I bought TGE and TGE-A because of OpenGL and cross-platform support in mind. It was ... read more | 04/30/2007 (10:47 am) |
| TGEA 1.01 Particle Enhancement Guide | Good to know. Would be nice to have this for Decals too.... read more | 04/27/2007 (7:52 am) |
| Making Domes (Or, how to cap a Torus) | Really helpful !... read more | 04/24/2007 (4:14 am) |
| Blame it on the videogames | @Kenneth Holst [quote] Pac-man made me fat :( [/quote] Me, too :-( p.s. With Mentos and ... read more | 04/20/2007 (3:06 am) |
| Black and Pink visuals | The black and pink visuals are fixed with the last DirectX Update: [url=http://www.microsoft.com/do... read more | 04/08/2007 (4:28 am) |
| Black and Pink visuals | Same with ATI (9800 Pro 256MB)... read more | 04/07/2007 (3:38 am) |
| TGEA 1.01 Out | When i run the Interactive Walkthrough get a yellow screen (DRL on) and pink screen with (DRL off) o... read more | 04/05/2007 (1:19 pm) |
| Exporting a DTS with LOS-Collision | Looks like there a two small bugs: The first one LOSCollision mesh is blocking the Player. The... read more | 02/28/2007 (12:01 am) |
| Exporting a DTS with LOS-Collision | The LOS-Collision-Mesh acts like a normal Collision-Mesh (Blocking the Player) and has no shadow on ... read more | 02/27/2007 (1:50 am) |
| Exporting a DTS with LOS-Collision | Thank you, the LOS-Collision mesh from your .Blend file is invisible in the ShowToolPro. Thanks,... read more | 02/27/2007 (12:06 am) |
| How to tell player a is in front of player b? | DirectionVectorAB = PositionPlayerB - PositionPlayerA; IF ( DotProduct( DirectionVectorAB . Forward... read more | 02/25/2007 (1:45 am) |
| Crossfade GUI-BitmapCtrl | Simple dirty hack: Crossfading from picture A to picture B Use "Fading transparent bitmap control"... read more | 02/16/2007 (9:57 am) |
| Mouse input problem found (and solved) | @mb @Tom Bampton Thanks, the cursor.problem was driving me nuts. :-)... read more | 01/20/2007 (8:44 am) |
| Profiler | TGE 1.5? FPS Starter Kit? -> Turn off the snow and the rain, each particle has collision detectio... read more | 01/03/2007 (1:49 am) |
| Integrated fxRenderObject | Melvyn May did a lot of good documention. it's in: \engine\game\fx\fxRenderObject.cc line: 415 [... read more | 12/17/2006 (12:20 am) |
| Cloud rendering challenge | @Thomas "Man of Ice" Lund [quote]"Cannot allocate VB"[/quote] ATI Graphic card?... read more | 12/16/2006 (2:10 am) |
| Integrated fxRenderObject | FxRenderObject is only a Template. To answer your question: From the Editor... But you need to ... read more | 12/15/2006 (7:54 am) |
| Passing data to the engine (C++ question) | First: you need to be a Torque SDK Owner. Second: [url=http://www.garagegames.com/index.php?sec=mg&... read more | 12/13/2006 (4:35 am) |
| Enabling multi-threaded opengl? | Sorry, if you misunderstand me. (My english is poor (german)) TGE is normaly not multi-threaded as ... read more | 12/11/2006 (9:07 am) |
| Enabling multi-threaded opengl? | [quote] Note: Enabling multi-threaded OpenGL execution does [b]not[/b] make the OpenGL API thread s... read more | 12/10/2006 (10:23 pm) |
| Lights: Tower.dif vs myOwn.dif? | [url=http://d4rkm4r3.com/portal.jpg]I hope these screen shots help.[/url] Portals are used in a i... read more | 12/10/2006 (1:50 pm) |
| Audio Shaders | Sounds like [url=http://en.wikipedia.org/wiki/Environmental_Audio_Extensions]EAX (Environmental Audi... read more | 12/04/2006 (10:14 am) |
| Showtool Pro Tge 1.5 Indie | [url=http://www.garagegames.com/products/torque/tge]From the TGE Home Page:[/url] [quote]ShowTool P... read more | 11/24/2006 (10:44 am) |
| Showtool Pro Tge 1.5 Indie | @Mikael Larsson Only 72 Mb? My "TorqueGameEngineSDK-1-5-0.exe" is 128MB big. Ohh, sorry, [qu... read more | 11/20/2006 (1:09 am) |
| Showtool Pro Tge 1.5 Indie | [i]@Kevin Erkelenz The ShowToolPro is part of the Torque Game Engine 1.5 (no demo) - INDIE License,... read more | 11/20/2006 (12:58 am) |
| Book for TSE? | [quote]I did not reallize it turned into a TGE-A thread.[/quote] TGE-A (Torque Game Engine - Advanc... read more | 11/18/2006 (1:15 pm) |
| Torque Video Format (Cinematics?) For Mac | The extension is ogg, it's a containerfile, for both vorbis(sound-data) or/and theora(video-data).... read more | 11/16/2006 (2:11 pm) |
| Parallax Shader on the TDN | Can you see the Hightmap by doing this: [code] Fragout main( ConnectData IN, unifor... read more | 11/09/2006 (12:02 am) |
| TLK Resources? | Me, Too :-| Martin... read more | 11/07/2006 (3:59 am) |