Robert Rose's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| AFX for TGEA 1.7.1 | Thanks for the info. I'll hold off updating, since it sounds like you'll have it ready pretty soon.... read more | 06/16/2008 (1:13 am) |
| Official TGEA Documentation Feedback | > Robert, This announcement blog post explains what's been changed. It is quite extensive. Oh, ye... read more | 06/15/2008 (10:37 pm) |
| Official TGEA Documentation Feedback | "What's new in TGEA 1.7.x" would be nice. For example, what's the difference between 1.7.1 and 1.... read more | 06/15/2008 (9:49 pm) |
| AfxBillboardData? | Ah, I just thought of an example (couldn't think of one earlier). In the Super Smash Bros series, i... read more | 06/05/2008 (4:41 pm) |
| AfxBillboardData? | Sorry, I'll try and explain it again. It was late when I wrote that. :-) What I want to do is re... read more | 06/05/2008 (4:18 pm) |
| PosConstraint documentation? | Aha! I was searching everywhere for "posConstraint" but not finding this. This is great, thanks!... read more | 06/05/2008 (4:00 pm) |
| Multiple UV sets/channels in a DTS? | If I understand you correctly you're suggesting to use two maps and the same uv coords. Yes, techni... read more | 03/12/2008 (8:25 pm) |
| Multiple UV sets/channels in a DTS? | Edit: Oh I see Tobias posted an example. Yeah, that's *exactly* what I'm trying to do. To be cle... read more | 03/12/2008 (4:32 pm) |
| Multipkle UV's | Is multiple UV channel support in yet? I'm looking for it but not finding it. I have several reaso... read more | 02/19/2008 (8:59 am) |
| AFX 1.1 for TGE | > You know, that leads into a game idea. "Corral the bunch of 'flightless foul scampering around min... read more | 02/19/2008 (12:36 am) |
| Long audio files screw up sound volumes after alxStop() | The plot thickens. I thought I'd try having the silence .ogg file not loop by doing this: [code]... read more | 02/16/2008 (10:14 am) |
| Long audio files screw up sound volumes after alxStop() | I came up with the hackiest of hacky workarounds. I don't like this at all, but somehow continuing ... read more | 02/16/2008 (10:06 am) |
| Exporting player.max | What version of Max are you running and what's the checksum on the exporter dle you're using?... read more | 02/04/2008 (4:49 pm) |
| Exporting player.max | I haven't seen anyone post anywhere on the forums that they've successfully exported the TGE player.... read more | 01/30/2008 (6:45 am) |
| Exporting player.max | > Its probably an issue of needing a cfg file According to the dump file it's finding the player.... read more | 01/30/2008 (6:44 am) |
| TGEA 1.0.3 FSAA Not working | There's two things that prevent TGEA from being able to take advantage of MSAA or FSAA (full _scene_... read more | 01/29/2008 (9:20 am) |
| Max 9 exporter crashes when exporting characters | The exporter at this link (http://www.garagegames2.com/web/exporters/max2dtsExporter_max9.zip) is a ... read more | 01/28/2008 (5:52 pm) |
| Any pre-built max2dtsexporter of 3dsmax8 for TEGA | Has anyone had any luck exporting characters for TGEA using the max exporter plugins? When I try ... read more | 01/28/2008 (6:58 am) |
| Export DTS from Max 9? | > Here are some tutorials on how to export DTS and DSQ files into TGE smdlabs Everything exports ... read more | 01/28/2008 (6:00 am) |
| Adding features to Legacy terrain - $250-$300 | When I first started taking a serious look at terrain I had many of the same complaints mentioned ab... read more | 01/27/2008 (10:20 pm) |
| Pulsing afxSelectron? | > the sine worries are over-cautious. Hehe, yeah. My inner-Carmack rarely wins these arguments. ... read more | 01/27/2008 (9:47 pm) |
| Tree help | This definitely seems possible but I can't imagine it's a very cheap operation. Have you seen the d... read more | 01/27/2008 (9:03 pm) |
| Startup time variances in DirectX | > In fact your 8800GT(G92 GPU) is a lot better card than 8800GTS(G80 GPU). He's got the newer 880... read more | 01/27/2008 (8:48 pm) |
| TSMesh::render() & TSMesh::smObject accessing deleted memory | Well. Hmm. I may have fixed it. If I call TSMesh::setObject() in Projectile::prepBatchRender() it... read more | 01/27/2008 (10:04 am) |
| Pulsing afxSelectron? | > > My only complaint is that oscillate only uses a sine wave, you can't pick other modulation funct... read more | 01/26/2008 (6:27 am) |
| Pulsing afxSelectron? | Interesting solutions.. I actually figured it out later on my own, but my solution was a bit differe... read more | 01/25/2008 (5:41 pm) |
| Failed to open shader stream? | SOLVED... Haha! version control strikes again.. those hlsl files need to be read/write..... read more | 01/24/2008 (10:52 am) |
| Realm Wars Source Code | So strange. Now it works. I swear it wasn't working the other day. :-)... read more | 01/11/2008 (4:20 am) |
| Realm Wars Source Code | I get "The password provided is incorrect." for the second link. Thanks for the engine source tho!... read more | 01/10/2008 (7:10 am) |
| TGEA/Vista/MCP67M - Unable to compile vertex shader? | > But make sure that the DX SDK paths are entered correctly in the VC++ options within the paths for... read more | 01/07/2008 (2:06 am) |
| TGEA/Vista/MCP67M - Unable to compile vertex shader? | "Go to the Microsoft website and download the latest DirectX 9 SDK." -- No mention of April 2007 on... read more | 01/06/2008 (6:58 pm) |
| AFX 1.1 for TGE | Is it ready yet? Is it ready yet? :-p I'm assuming since you're calling this "1.1" it is a free ... read more | 01/04/2008 (7:25 pm) |
| Package/WAD/ZIP TGE directories? | Very cool. Thanks all. My next question was going to be about implementing encryption, but it lo... read more | 12/17/2007 (1:36 am) |
| TGEA Particle Editor | > The particle editor is not officially included anymore and will not work. It seems to be workin... read more | 12/09/2007 (3:44 am) |
| TGEA Particle Editor | Ahh, I figured it out. There are a couple of places that need changing. This probably isn't a very... read more | 12/08/2007 (11:40 am) |
| I keep getting a CDROP error.... | Arm chair observations: CDROP: 1361 IPX:CFCFCFCF:CFCFCFCFCFCF:53199 looks like uninitialized mem... read more | 12/07/2007 (5:21 am) |
| Decals? | If I enable the footprint decal code I get a crash if I go into the gui editor for more than 5 minut... read more | 12/06/2007 (8:47 am) |
| Decals? | 1.0.3. Just drop one of those sgDecalProjectors into the level and set the datablock to the footpri... read more | 12/04/2007 (10:37 am) |
| Infinite recursion while reporting a page allocation | The fix is simple enough: #ifndef TORQUE_SHIPPING // this is equivalent to a memory leak, turn it... read more | 12/03/2007 (3:50 am) |
| State of TGEA on MacOS X | [quote]We're using TGEA for our next game and are happy with the decision. One way or another we'll... read more | 11/23/2007 (7:45 am) |
| State of TGEA on MacOS X | [quote]Neither does DX understand GLSL nor does OpenGL understand HLSL ...[/quote] Both DX9 and O... read more | 11/22/2007 (11:55 pm) |
| State of TGEA on MacOS X | Apologies here, I didn't mean to re-ignite a flame war. ;-p Interesting discussion tho... I'm new t... read more | 11/22/2007 (11:35 pm) |
| Finally got some good looking Atlas2 terrain... | > I wanna know how you got so much foliage and forest in the scene without crashing the engine? Plea... read more | 11/21/2007 (4:26 am) |
| Finally got some good looking Atlas2 terrain... | Well, since we're all sharing I may as well too.. I've been working with Atlas for about 2 weeks now... read more | 11/21/2007 (12:32 am) |
| Realm Wars Source Code | Bump again Yeah I'm also interested in the RW source code. Doesn't GG have an svn server? >pi... read more | 11/21/2007 (12:23 am) |
| TGEA + Torsion = StartClientReplication error | James wrote: > ...if you don't want to see the error just comment out the call in script. I wrot... read more | 11/20/2007 (2:02 am) |
| TGEA + Torsion = StartClientReplication error | Deleting compiled scripts... demo - 0 compiled script(s), 0 deleted, 0 skipped The only file... read more | 11/19/2007 (5:22 pm) |
| Loading straight into mission crashes in TerrainBlock::onAdd() | Found it. There were two problems: mTerrFileName = 0; needs to be set in the constructor for Te... read more | 11/17/2007 (1:58 am) |
| Loading straight into mission crashes in TerrainBlock::onAdd() | I should add that loading into 'features.mis' that comes with the demo app crashes also at the same ... read more | 11/17/2007 (1:43 am) |
| Why did they Seperate TNL From TGE? | This thread is pretty illuminating when it comes to TNL vs "TorqueNet" in TGE.. You guys should upd... read more | 10/24/2007 (6:28 am) |