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Tom Spilman's Forum Posts

Thread Post Date Posted
So what voodoo magic did you do to get the polycount down in AL? On the PSSM try this in the console... $AL::PSSMDebugRender = 1; ... that gives you each split... read more 11/21/2009 (10:32 am)
[bug1.1a] Forest Editor Meshes No Save/Reload [quote]5000 draw calls[/quote] The forest will eat up draw calls quick... you absolutely must provi... read more 11/21/2009 (10:29 am)
PhysX SDK access denied? My access was cut off temporarily as well. I signed up for a new account and got it within a day ... read more 11/21/2009 (7:41 am)
Torque 3D Show Off Thread! That is pretty creepy... i think you have a pest problem. ... read more 11/21/2009 (3:58 am)
ColorMultiply Removed in 1.1? The issue was we had two different color features and neither was working correctly. The "Co... read more 11/21/2009 (3:01 am)
Shader compilation errors when using SM 2.0 Hum. Thanks Manoel... i'll look into these. ShaderGen will be getting an overhaul soon and stu... read more 11/21/2009 (2:56 am)
[very minor issue] on some decals @Steve - What project is this? Is this FPS Example or Physics or a new one created from the Full te... read more 11/20/2009 (8:58 am)
T3D - Applying a shader to an object/model Well if you have any "materials" on it you already have shaders on them. The material sys... read more 11/20/2009 (5:29 am)
Script River control @DINF The river object has C++ methods that are used to manipluate it. You could expose some of ... read more 11/20/2009 (5:21 am)
Unity Getting Node Based Shader Editor Honestly i look at this... [image]http://www.keenleveldesign.com/pimp/crap/unitymaterialeditor0... read more 11/20/2009 (5:11 am)
Foliage Interaction Its complex, but doable. In Crysis they have a special "rope physics" type system which... read more 11/19/2009 (5:44 am)
gfxTextureManager idea Hum... can't say i've seen this issue, but i agree it should be fixed. Seems like we can just det... read more 11/18/2009 (2:07 pm)
Softer Shadows = Pixelation I chased the "shadows all the way to the horizon" goal for a while myself... it just doesn... read more 11/18/2009 (1:24 pm)
Softer Shadows = Pixelation As Manoel says the 'softness's there to help soften the aliasing of the shadow edges. You can go ov... read more 11/18/2009 (12:26 pm)
Beta 1.1? You can plan on there being a beta for 1.1. ... read more 11/18/2009 (12:03 pm)
Start the Adventure kit from different scene? i don't know of TGB passes the level open for editing to the game when it starts up. But if it do... read more 11/18/2009 (2:45 am)
Hard crash in GFXD3D9VertexBuffer I don't think this exists in 1.1 at the moment, but i haven't had time to test it. It will be fixed... read more 11/18/2009 (1:25 am)
PhysX objects duplication? @Rex - PhysX isn't fully setup for networking just yet. Its on our task list for 1.1 still.... read more 11/18/2009 (12:34 am)
FPS question. @Rich - Switch to Basic Lighting (type setBasicLighting in the console). In 1.1 final the demos wil... read more 11/17/2009 (11:38 pm)
Animated textures/materials If i remember correctly Material supports frames of animation that are tiled in a single texture. S... read more 11/17/2009 (11:18 pm)
Trilight lighting model While you could do that... it causes a second lighting pass... so its not ideal. So its more comple... read more 11/16/2009 (12:21 pm)
Applying Shader effects to DTS materials We will be focusing on custom shaders in future T3D updates. Its tricky to pull off right now becau... read more 11/16/2009 (4:11 am)
Trilight lighting model I experimented with it, but got stuck on how useful it would be for point and spot lights. Ieemed l... read more 11/16/2009 (4:08 am)
PhysX objects duplication? Your seeing both the object on the server and the object on the client.... read more 11/16/2009 (3:56 am)
Decals not working on objects in T3D In 1.1 you can select on your TSStatic how decals are clipped on that shape... if you use the visibl... read more 11/16/2009 (3:53 am)
6 wheeled vehicles = 20 FPS Looking into it... seems like the buggy itself is the culprit here. Its an old art asset, but it ha... read more 11/14/2009 (5:56 am)
6 wheeled vehicles = 20 FPS That is odd. If correct that means your getting hit with 993 draw calls between the 6 vehicles. ... read more 11/14/2009 (5:10 am)
Deferred Shadows, possible to set per object tolerance? @Joshua We should be using the existing model LOD system to do that. At the very moment you ca... read more 11/14/2009 (1:11 am)
6 wheeled vehicles = 20 FPS @Gregor The question is what is the bottle neck... i suspect the model has a crazy drawcall/polyc... read more 11/14/2009 (12:57 am)
Ground Cover bug @Andrea - Thats fixed in 1.1 which will be in beta soon.... read more 11/14/2009 (12:53 am)
Directx 11 tessellation @Gregor - This doesn't completely replace the need for LOD. You still need descreet LOD meshes ... read more 11/11/2009 (8:01 am)
Wetness Bump... anyone else still working on this? ... read more 11/10/2009 (12:21 pm)
Why only primitives for PhysX. Why no convex hull support? Well mostly because the are slow as hell and less stable than simple primitives. Still we're expa... read more 11/10/2009 (7:25 am)
[T3D error] Cannot go back in time. (Flux capacitor unavailable -- BJG) [fixed] @JesseL That funny assertion message just means that a scheduled sim event somehow got posted to ... read more 11/06/2009 (10:57 pm)
How to zone a non-cube area. Non-convex single zone shapes are very hard to get performance from as you need to know if the camer... read more 11/06/2009 (10:43 pm)
Performance Tricks with Torque3D We're actively working on improvements in various areas in AL and 1.1 is alot better than 1.0. Th... read more 11/06/2009 (9:16 am)
Increase Performance of my Scenery @Tobias - Its all or nothing with AL shadows. So do this... enter metrics( "fps gfx" ) ... read more 11/05/2009 (11:40 pm)
lighting and shadows, basic, advance, dynamic, static...‏ @Steve - Sweet... i really didn't expect anyone to listen to me and try. Can you see it building mo... read more 11/05/2009 (3:56 am)
Cube won't draw in Wireframes if a rotation matrix is passed (with solution) mulV is for transforming a vector and only does rotation mulP if for transforming a point and it do... read more 11/05/2009 (1:08 am)
lighting and shadows, basic, advance, dynamic, static...‏ Well... you could always fix the old terrain lightmapper to use a 2048 and DDS it. It could be as l... read more 11/05/2009 (1:01 am)
lighting and shadows, basic, advance, dynamic, static...‏ If your using Basic Lighting and a terrain... it will update it on mission start. If you want to fo... read more 11/04/2009 (12:22 pm)
Cube won't draw in Wireframes if a rotation matrix is passed (with solution) Hum... that seems odd that it would work. Can anyone else verifiy this is a good fix? ... read more 11/04/2009 (7:24 am)
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