Matt Fairfax's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How much of the templates am I allowed to use? | Correct...you may use any of the art assets as well.... read more | 05/04/2011 (11:42 am) |
| Sunlight in Dif | In the editor that you used to build the DIF (Constructor?), you should see a property on the portal... read more | 05/04/2011 (11:40 am) |
| How much of the templates am I allowed to use? | You are allowed to use anything from the included Templates and Examples in your game. The only r... read more | 05/04/2011 (11:25 am) |
| Windows 7 Security Permission issue | The main things that get written to the drive are: 1) DSO's (turned off by default already) 2) P... read more | 05/03/2011 (4:45 pm) |
| Custom material shader: light color not being set - RESOLVED | It *should* be receiving the the 3 most important lights for that object at its current position (wh... read more | 05/03/2011 (11:55 am) |
| need help new guys. | There is no explicitly hardcoded limit to the number of players you can have in Torque. It is lim... read more | 05/02/2011 (6:06 pm) |
| Question About Blender vs. World Editor Torque | Correct...occlusion is on a per-object basis for the most part (there is a way to do sub-object occl... read more | 05/02/2011 (5:43 pm) |
| Disable Baked Lighting for a class | Setting "emissive" to true on the Material you are using to render is the best way to disa... read more | 05/02/2011 (4:12 pm) |
| T3D 1.1 Preview - Offset Mounted Image Always Render Unfixed in 1.1P - RESOLVED | I was referring to the visibility/occlusion "bounding volume" which Rene was proposing be ... read more | 04/27/2011 (8:31 pm) |
| T3D 1.1 Preview - Offset Mounted Image Always Render Unfixed in 1.1P - RESOLVED | One thing to keep in mind is that the "bounding volume" for visibility and occlusion will ... read more | 04/27/2011 (4:39 pm) |
| Custom Shader on T3D? | It might be slightly out of date but here is an example of how to get Advanced Lighting working with... read more | 04/21/2011 (4:17 pm) |
| problem setting rotation in editor | The XYZ are the axis that the rotation is occurring around and the last number is the actual amount ... read more | 04/20/2011 (12:20 pm) |
| T3D 1.1 Preview - Only 1 SimObjectTypes bit left - RESOLVED (THREED-1581) | Going to 64bit would require extensive changes to the engine and the scripting system and only free ... read more | 04/18/2011 (12:30 pm) |
| Performance Tests: Part 2 | Film is [url=http://en.wikipedia.org/wiki/Interlaced_video]interlaced[/url] which tricks the human b... read more | 04/14/2011 (3:02 pm) |
| Resource editing not supported on Visual C++ Express SKU | Do you have the [url=http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=... read more | 04/14/2011 (2:53 pm) |
| T3D 1.1 Preview - Script Spawned StaticShape has Bad 3D Math - LOGGED (THREED-1670) | I've seen that happen a lot. The first 3 numbers are the axis of rotation. The last number is the... read more | 04/13/2011 (4:45 pm) |
| T3D 1.1 Preview - Deathball Desert visual artifacts - NOT A BUG | If someone would like to help GG out, I believe this was the technique they were going to explore as... read more | 04/13/2011 (3:55 pm) |
| T3D 1.1 Preview - Only 1 SimObjectTypes bit left - RESOLVED (THREED-1581) | I wonder if switching mTypeMask from a single unsigned 32bit integer to a BitVector instead would be... read more | 04/13/2011 (2:50 pm) |
| T3D 1.1 Preview - Deathball Desert visual artifacts - NOT A BUG | The issue is that using deferred rendering with transparent objects is very tricky (there are some t... read more | 04/12/2011 (2:47 pm) |
| databricked | One thing to keep in mind is that if you are trusting client-side datablocks then you are opening up... read more | 04/08/2011 (1:53 pm) |
| First-person view for virtual tour? | If I recall correctly, the Blank template has the ability to drop a player in and run around as them... read more | 03/18/2011 (5:14 pm) |
| T3D 1.1 Plans for Project split in Libraries/DLL - RESOLVED | Great!... read more | 03/17/2011 (7:51 pm) |
| T3D 1.1 Plans for Project split in Libraries/DLL - RESOLVED | Actually that article has some very good info in it =) After reading through it carefully it seem... read more | 03/17/2011 (2:38 pm) |
| Event driven vs polled or timed scripts | A continuous per-tick schedule (or even worse...multiple per-tick schedules) can definitely hurt per... read more | 03/17/2011 (11:57 am) |
| The $99 price tag? | According to the posts by the GG employees, it is unknown what price it would go back up to if they ... read more | 03/17/2011 (11:54 am) |
| T3D 1.1 Plans for Project split in Libraries/DLL - RESOLVED | Thomas, Could you describe what *exactly* having the Browse Information generation turned on allows... read more | 03/17/2011 (12:40 am) |
| T3D 1.1 Plans for Project split in Libraries/DLL - RESOLVED | Quick followup: This setting is already disabled for VS2010 (there are bugs in VS2010 related to ... read more | 03/16/2011 (3:05 pm) |
| T3D 1.1 Plans for Project split in Libraries/DLL - RESOLVED | The biggest speed up for compiling I can recommend is to disable the Browse Information generation (... read more | 03/16/2011 (3:04 pm) |
| What is a schema violation? | [quote] Warning: Splitting primitive in house2: too many verts for 16-bit indices. [/quote] Thi... read more | 03/16/2011 (3:01 pm) |
| Resource editing not supported on Visual C++ Express SKU | If I had to guess... Perhaps the last time you ran Visual Studio you switched to the Resources ta... read more | 03/04/2011 (4:56 pm) |
| Tying a script to a mesh? | You can see an example if you look at the defaultCar.cs and vehicleWheeled.cs in the FPS Example.... read more | 03/04/2011 (4:33 pm) |
| Tying a script to a mesh? | Giorgio is correct...the easiest way to do this is to create a StaticShape datablock that uses the m... read more | 03/04/2011 (4:28 pm) |
| where is the source code for dts exporter? | Back before I was an employee, I needed to add a few things to the Milkshape DTS Plus exporter and I... read more | 02/25/2011 (1:53 pm) |
| where is the source code for dts exporter? | The earlier versions of the Collada import pipeline definitely had its limitations but, as of the co... read more | 02/25/2011 (1:26 pm) |
| where is the source code for dts exporter? | As far as I know, the last working source code that GarageGames had for a DTS exporter are the ones ... read more | 02/25/2011 (11:30 am) |
| TSStatic Instancing Speed | What you are seeing is the delay as the server version of those objects is ghosted to the client (ev... read more | 02/23/2011 (4:33 pm) |
| Norton SONAR is deleting torqueDemo.exe! | I don't think this is a "patchable" issue (near future or distant future). I would be s... read more | 02/22/2011 (5:15 pm) |
| Server/Client? or content? | [quote] I work on the harder things first and get that out of the way before movin on to the funner... read more | 02/22/2011 (5:11 pm) |
| Norton SONAR is deleting torqueDemo.exe! | GarageGames could continuously go around to each of the anti-virus makers and make sure that they ar... read more | 02/22/2011 (4:58 pm) |
| Norton SONAR is deleting torqueDemo.exe! | The false positive is being caused by the code in the TorqueScript parser which is generated with th... read more | 02/22/2011 (4:56 pm) |
| Textures not showing up on collada files | I think the issue you are running into is that your material names start with a number (which if I r... read more | 02/22/2011 (11:35 am) |
| What makes a AAA game AAA ? | When GarageGames was first building the InstantAction website, there was a lot of focus on reaching ... read more | 02/16/2011 (3:58 pm) |
| Does "StaticShape" have the same collision type as "TSStatic"? | StaticShape's use datablocks which are transmitted just once whereas each instance of a TSStatic wil... read more | 02/14/2011 (4:11 pm) |
| No textures on Mac T3D 1.0.1 | On the [url=http://www.garagegames.com/products/torque-3d]Torque 3D Product Page[/url] under the Req... read more | 02/14/2011 (11:36 am) |
| T3D 1.1 Beta 3 - Basic Lighting FPS Havled When Moving - NOT A BUG | The Basic Lighting shadow is not a stencil shadow. It is a decal that is recalculated every time ... read more | 02/11/2011 (11:17 am) |