AcidFaucet's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Tileable normal map | Assuming that wrapping is enabled, multiply the UV coords in the texture fetch. in GLSL this woul... read more | 04/14/2008 (6:02 pm) |
| TGEA unlimited terrain equal to unlimited mission size? | Ummm, you may need to correct me if I'm assuming wrong (as I don't bother thinking too hard about ba... read more | 11/18/2007 (5:46 pm) |
| TGEA unlimited terrain equal to unlimited mission size? | Not in stock (well depending on your definition of many). Elaborating --------------------------... read more | 11/16/2007 (8:21 pm) |
| Too many animations! Time for IK | If you implement it through the animation threading (tsThread.cpp) it's a hell of a lot less work. ... read more | 11/14/2007 (11:23 am) |
| How do I Expose Engine code for use in scripts? | May want to check this link to see if it's inline with what you need: http://tdn.garagegames.com/... read more | 10/03/2007 (3:45 pm) |
| How do I Expose Engine code for use in scripts? | I do believe that the RayInfo struct or w/e that the raycasts return gives you the material informat... read more | 10/02/2007 (6:23 pm) |
| How do I Expose Engine code for use in scripts? | Http://tdn.garagegames.com/wiki/Code/How_do_I_make_a_scriptable_object%3F There's a start.... read more | 10/02/2007 (1:49 pm) |
| Texture with UV coords (NOT verticies with UV coords) | So you're going to use up 80,000+ triangles just for a sheet of cloth?... read more | 09/21/2007 (11:18 am) |
| Full Screen Motion Blur | @Vashner "...contemplate this on the tree of woe." <-- as said by James Earl Jones [b]Rave:[/b... read more | 09/17/2007 (8:35 pm) |
| Full Screen Motion Blur | I would start with this resource http://www.garagegames.com/index.php?sec=mg&mod=resource&page=vi... read more | 09/16/2007 (2:29 pm) |
| Glow Flicker | Glad to see you found a fix, though I can't see how that could have fixed it unless the driver was m... read more | 09/16/2007 (2:20 pm) |
| Purchasing Decision - TGE vs. TGEA | Well, I don't think you'll have too much trouble. Sounds like you've probably got far better odds t... read more | 09/15/2007 (7:56 am) |
| Script variables in Material Definitions | Heretic. [url=http://msdn2.microsoft.com/en-us/library/bb219737.aspx]http://msdn2.microsoft.com/e... read more | 09/11/2007 (10:01 am) |
| Full Screen Motion Blur | Doesn't this post belong in the TGEA private forums then? Seeing how it's related to TGEA? What ... read more | 09/11/2007 (7:04 am) |
| Purchasing Decision - TGE vs. TGEA | The biggest issue I see is [quote]Lots of AI opponents (zombies - slow moving, low poly, limited ... read more | 09/11/2007 (5:42 am) |
| How were the PNG images for the demo made? | I can't speak for certain on the space Orc but if you load up Kork's PNG skin you'll see that over h... read more | 09/09/2007 (7:34 am) |
| Pref::Video::killFramesAhead | It's a factor for SLI (not sure about crossfire). All methods of SLI rendering require at least 1 a... read more | 09/08/2007 (2:47 pm) |
| Anyone considered writing a new exporter? | You're forgetting though that the OGRE .mesh format is not GPL, and the OGRE team has a track histor... read more | 09/06/2007 (12:48 pm) |
| Glow Flicker | Oh oh oh. 7950GX2 changes everything. The card always runs in a sort of SLI mode, which is why it ... read more | 09/05/2007 (7:52 pm) |
| Glow Flicker | I can only think of two other things: Debug or release build? Have you tried doing the glow with... read more | 09/04/2007 (1:18 pm) |
| Glow Flicker | What happens if you change it to: [code] glow[0] = true; emissive[0] = true; [/code]... read more | 09/04/2007 (1:02 pm) |
| Glow Flicker | Not quite what I had envisioned when you said "flicker." Beyond the obvious check drivers, DX run... read more | 09/04/2007 (12:31 pm) |
| Glow Flicker | Does this mean that somehow, somewhere, there exists an implementation of glow that never flickers? ... read more | 09/04/2007 (10:36 am) |
| Are programmers more generous than artists? | [quote]The question of whether artists or programmers are more generous is kind of silly in a genera... read more | 09/04/2007 (10:36 am) |
| TGEA 1.0.3 Released | @Brian: So far so good. I opted to create a new atlas schema derived from the blender terrain. Ba... read more | 09/02/2007 (10:55 am) |
| TGEA 1.0.3 Released | Nice work Mr. Richardson. Going through your lightmapping implementation just taught me alot about ... read more | 09/01/2007 (5:21 pm) |
| Implimenting Heat distortion | Take a look at the materials and shaders for the per-vertex or per-fragment refraction. Someone alr... read more | 08/30/2007 (11:55 am) |
| Feature List-Bug List Discussion Do NOT post your bugs here. | Yeap, still get the "click to windows" myself as well. Though it only occurs when I click on "File"... read more | 08/28/2007 (9:34 am) |
| 100 Bounty - Camera transform to mission area | You do realize that this is early high school geometry? You're solving for the height of an iso... read more | 08/26/2007 (6:59 pm) |
| Painting details and/or full detail terrain | I would suggest that when you handle the setting of detail textures that you combine them into the c... read more | 08/25/2007 (3:24 pm) |
| Vista | [quote](Vista who have the NEW DX10, that actually do not offer anything new...)[/quote] Wow, som... read more | 08/24/2007 (5:43 pm) |
| HDR and 8800 | Did you ever update your DX runtime? Also, check your drivers. I'm not having any Vista issues w... read more | 08/24/2007 (8:22 am) |
| Instance parameters | Do some searching. Might want to first look and see where the shader constants are being set (s... read more | 08/22/2007 (11:18 am) |
| 1.0.2 Still no Atlas Shadows for statics and interiors? | Here's a place to start doing some probing: /// @name Shadow Detail Constants /// /// The gener... read more | 08/21/2007 (1:23 pm) |
| 1.0.2 Still no Atlas Shadows for statics and interiors? | Well, you could adapt the objectBasedProjector and objectShadows classes to work with statics and in... read more | 08/21/2007 (12:19 pm) |
| Does TGEA support texture animation | Search for IFL or image file lists.... read more | 08/20/2007 (11:18 am) |
| Change play.gui and mouse control goes. | What version are you using? I would think that the fix for that would have made its way into TGEA... read more | 08/18/2007 (11:43 am) |
| Quake Wars | The difference is going to be marginal. Grandma won't notice that anything is wrong and neither wil... read more | 08/14/2007 (10:46 am) |
| Decal Shader? | Email has been sent. You might want to dig up a copy of GPU Gems I, there's a paper in there on t... read more | 08/13/2007 (6:56 pm) |
| Decal Shader? | The age old issue we all plan to get to adding but put so far back on the backburner. Here's a li... read more | 08/12/2007 (8:36 pm) |
| FoliageReplicator Upgrades For TSE | Are you sure this works correctly? Has anyone else added it successfully. I've triple checke... read more | 01/27/2007 (1:00 pm) |
| Water reflection bug | I've had similar problems. Try changing the size 'reflectTexSize' of the waterblock. (Larger si... read more | 01/26/2007 (9:59 am) |
| Render pass in 4.2 | I get the same problem if I change from fullscreen -> window or vice versa until TGEA is restarted. ... read more | 01/26/2007 (9:32 am) |
| Ms4.1 Reverted To Ms4 | EDIT: Stupid robo-double-post posted twice.... read more | 01/23/2007 (1:50 pm) |
| Ms4.1 Reverted To Ms4 | Smells like one of the many 'joys' of linux servers. Hail IIS!... read more | 01/23/2007 (1:48 pm) |
| FoliageReplicator Upgrades For TSE | Sweetness. I did the same thing for multiple textures (UV offsets and a single texture) but none of... read more | 01/19/2007 (7:07 pm) |
| TGEA Particles versus TGE Particles | @Guimo It's LGPL so there'd be a lot of tip-toeing around to implement it.... read more | 01/16/2007 (8:32 am) |
| Maya 8.5 exporter? | Did you try using the exporter for Maya 8 from this thread? http://www.garagegames.com/mg/forums/... read more | 01/16/2007 (5:43 am) |
| DX10 fun.. Whats to come?? | Yep geometry shader is there for OGL. Currently it's a vendor extension (nVidia of course as they'r... read more | 12/30/2006 (7:33 pm) |
| Decal doesn't react with fog | Fog is pretty broken AFAIK. Try filling that pit outside the stronghold with fog and then drop a ko... read more | 12/26/2006 (7:32 pm) |