Jeremiah Fulbright's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| DDS Swizzle (DXT5_NM) | Our fix was to just not use expandNormalMap for that portion and instead just put back in the regula... read more | 09/18/2009 (9:29 pm) |
| DDS Swizzle (DXT5_NM) | Actually I did find where it was being swizzled back for the shader, but ran into a bug that the Lig... read more | 09/18/2009 (1:27 am) |
| CEGUI integration | I previously had CEGUI in an older build of TGEA, although it was never completely hooked up, as I h... read more | 08/22/2009 (10:31 pm) |
| Debug assert with GFXTextureObject::getBitmap | Well, seems it has to do with Ubiq's SSAO Kit and not base 1.8.1 (forgot I had hooked in everything ... read more | 08/22/2009 (10:02 pm) |
| My concerns about TGEA | "There are already some resources that are mature enough that they could be part of the trunk t... read more | 06/20/2009 (1:45 pm) |
| Legacy Collision Fails when TerrainBlock is positioned with negative Z | I found 2 places like what I posted above and disabled those, and so far no other issues, but keepin... read more | 05/04/2009 (2:56 pm) |
| Differences between TGE and TGEA | @Matt: http://docs.garagegames.com/tgea/official/ that might be of help to you... read more | 05/01/2009 (10:05 pm) |
| Differences between TGE and TGEA | Sorry to rain on your parade, but Atlas does infact have issues in 1.8.x. And I quote, "If y... read more | 05/01/2009 (9:42 pm) |
| Differences between TGE and TGEA | Just want to make sure that all sides are presented on an open ended question, such as Matts... read more | 05/01/2009 (8:35 pm) |
| Differences between TGE and TGEA | In case somebody doesn't understand cars, TGE: [image]http://i287.photobucket.com/albums/ll136/b... read more | 05/01/2009 (8:31 pm) |
| Differences between TGE and TGEA | None of the above, bad manufacturing was to blame, surprised it wasn't recalled... read more | 05/01/2009 (8:20 pm) |
| Differences between TGE and TGEA | Not completely accurate pictures.. this is more like it TGE: [image]http://i287.photobucket.com/... read more | 05/01/2009 (8:03 pm) |
| BUG: Normal Map DDS not supported in 1.8.1 | We had experimented with DDS Normal maps prior to 1.7.1 with some decent results (had modified the s... read more | 04/29/2009 (9:18 pm) |
| Legacy Collision Fails when TerrainBlock is positioned with negative Z | Nope, it would be that check that is to blame and yes, I suppose really high values would also cause... read more | 04/29/2009 (9:16 pm) |
| Limiting FPS | Ah okay.. I had saw those, but they we're new so wasn't 100% sure on calculations or how they proces... read more | 04/29/2009 (4:15 pm) |
| Limiting FPS | Haven't looked into the GFXFences settings, since its relatively new and wasn't what was mentioned b... read more | 04/29/2009 (3:53 pm) |
| Legacy Terrain Collision not working | For the class we spawn (which is a regular Torque Player object), the bounding box on it is bound... read more | 04/28/2009 (10:57 pm) |
| Legacy Terrain Collision not working | Nothing in the player class yet, (working on merging in the changes, but testing things first thus c... read more | 04/28/2009 (10:38 pm) |
| Atlas Crashes consistently | Well, with a continue, it works like normal, but does still crash. :/ As for clipmap, its annoyi... read more | 04/26/2009 (6:53 pm) |
| Atlas Crashes consistently | On a side note, in AtlasInstance::renderObject: [code] if(mGeomTOC->castRay(focusPos, e... read more | 04/26/2009 (6:02 pm) |
| Atlas Crashes consistently | @Bill: That check pretty much killed all collision on Atlas with Projectiles lol. I find that odd th... read more | 04/26/2009 (5:38 pm) |
| Atlas Crashes consistently | @Alex: Thanks for your time, I know you don't deserve the brunt of most of the criticism that floats... read more | 04/26/2009 (5:15 pm) |
| Atlas Crashes consistently | I'm not too surprised myself, because its sort-of become the standard MO around here, sadly. Its ... read more | 04/26/2009 (4:09 pm) |
| Atlas Crashes consistently | Welp, still having issues even with trying to change timing and setting process affinity, and verify... read more | 04/26/2009 (2:06 pm) |
| Basic Custom Material Not Mapping Correctly | In your shaderdata block, add: samplerNames[0] = "$diffuseMap"; ... read more | 04/26/2009 (12:52 pm) |
| Torque 3d whats the point. | As for all of these new features, the fact is a large part of them we're started as community resour... read more | 04/23/2009 (6:16 pm) |
| Torque 3d whats the point. | @Tom: Actually, that would depend on your license agreement with Epic and I know of a few cases wher... read more | 04/23/2009 (7:08 am) |
| Atlas Crashes consistently | Well.. after some more experimenting and running into this issue in other scenarios, it would seem t... read more | 04/21/2009 (8:23 pm) |
| Atlas Crashes consistently | Well, so far so good! I disabled usage of the high resolution timers, in favor of a little slowe... read more | 04/19/2009 (1:03 pm) |
| Water and DX SDK | Haha.. yeah, we're just now moving up to 1.8.1 so finding little things to complain about (not that ... read more | 04/19/2009 (12:17 am) |
| Atlas Crashes consistently | Yeah... We're testing now with setting processor affinity to 1, and designer is testing on his dual ... read more | 04/18/2009 (10:29 pm) |
| Atlas Crashes consistently | Okay.. So far that is only correlation between myself and the designer working on the map, we both h... read more | 04/18/2009 (9:45 pm) |
| Atlas Crashes consistently | Whats your CPU on those systems? ... read more | 04/18/2009 (9:35 pm) |
| Atlas Crashes consistently | Well, did some more experimenting... The mission that terrain goes with had precipitation which coul... read more | 04/18/2009 (9:30 pm) |
| Atlas Crashes consistently | No specific places unfortunately. Its so far just been random and sporadic, but consistent. It would... read more | 04/18/2009 (9:08 pm) |
| Atlas Crashes consistently | [url]http://www.gocliche.info/FrostBite.zip[/url] that is just the atlas, I figured you'd be able... read more | 04/18/2009 (8:18 pm) |
| Atlas Crashes consistently | Yeah, I noticed being able to bring up the Mission Editor and it fix the clipmap/lod.. but thats not... read more | 04/18/2009 (6:41 pm) |
| Atlas Crashes consistently | Did some more testing and I decided to give GG the benefit of a doubt, that I had somehow done somet... read more | 04/18/2009 (3:34 pm) |
| Atlas Crashes consistently | Well, I brought the terrain back to stock 1.8.1 (AtlasDemo) and it exhibits some clipmap issues, whi... read more | 04/18/2009 (11:32 am) |
| Atlas Crashes consistently | After reverting some of our changes to Atlas format, I'm back to the original implementation and we'... read more | 04/18/2009 (10:43 am) |
| Atlas Crashes consistently | The fix for that issue is already in, and they export just fine from our build, so nothing related t... read more | 04/18/2009 (8:48 am) |
| ProcessEvents not firing Net::Process | Yeah, it seems it never even makes a connection or attempt to connect, otherwise, it'd be "timi... read more | 04/16/2009 (1:21 pm) |
| Pack and Unpack string issues | Yeah, if it wasn't printing it out okay, then I'd be more inclined to think I broke something lol...... read more | 04/16/2009 (10:01 am) |
| Pack and Unpack string issues | Well, mTeamName is a StringTableEntry and its not even writing the mTeam which is nothing but a sign... read more | 04/16/2009 (6:40 am) |
| ProcessEvents not firing Net::Process | Here is the simple process we're currently using. It worked well in 1.7.1 with no issues at all. It ... read more | 04/15/2009 (6:08 pm) |
| interior textures suddenly disappearing in 1.7.1 | Whats the difference between November and August SDKs, when it comes to TGEA? We've been running No... read more | 02/01/2009 (3:46 pm) |
| Some questions | Not sure what is sketchy about the C4 license, but you can easily ask Eric over there about it. A... read more | 10/27/2008 (7:45 pm) |
| Health Bar SFX | If you're doing it in script, you could easily tie-in to wherever your damage functions are handled.... read more | 10/27/2008 (7:40 pm) |
| TGEA 1.7.1 RenderFirstPerson field not working | No, just plain TGEA 1.7.1... We were doing same too, but using the prepRenderImage function and saw ... read more | 10/25/2008 (6:16 pm) |
| TGEA 1.7.1 RenderFirstPerson field not working | This doesn't work unfortunately, because while the shadow is rendered, it isn't animated... read more | 10/24/2008 (8:26 pm) |