David Montgomery-Blake's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Missing textures. | Well, 256x256, 512x512, 1024x1024, etc are general sizes that are POT friendly--because they're POT ... read more | 12/05/2007 (8:37 am) |
| Reading Material. | DTS is a specifically ordered type of polysoup format. Because of the consistency in the format, you... read more | 12/05/2007 (8:11 am) |
| Selling your content on GarageGames.com | My mistake. I have been getting a lot of e-mail asking whether the .com is a legit way to get starte... read more | 12/05/2007 (7:45 am) |
| Selling your content on GarageGames.com | Oops. You're right. I'll change that in my post. I had pointed to org because of Josh's open-source ... read more | 12/05/2007 (7:27 am) |
| Submitting an engine modification? | @Vern I'm scanning the forums all the time. If you post it here, it will get to the engine dev's (a... read more | 12/05/2007 (7:11 am) |
| TorqueX 3D performance | What is the color depth of your 1024x1024 textures? You just jumped the GPU consumption exponentiall... read more | 12/05/2007 (7:07 am) |
| Transparency | Constructor does not support transparent or translucent texturing for geometry. In fact, the DIF for... read more | 12/05/2007 (6:57 am) |
| Clicking' Oggs | Did an upgrade of OpenAL fix the problem? I know Apple's sound layer was OpenAL based when I had the... read more | 12/05/2007 (6:51 am) |
| Reading Material. | [url=http://webreview.com/downloads/premium/abrash/]Micahel Abrash's "Graphics Programming Black Art... read more | 12/05/2007 (6:49 am) |
| The right 'Torque' for the job | Realmcrafer and MMOW are two completely different technologies. I'm not sure what the crossover rate... read more | 12/05/2007 (6:43 am) |
| Selling your content on GarageGames.com | It's my understanding that GG have been working with Prairie Games for some time. If you search for ... read more | 12/05/2007 (6:41 am) |
| Collision. | [url=http://www.garagegames.com/products/torque/constructor/]Constructor[/url] is a CSG modeling app... read more | 12/05/2007 (6:33 am) |
| Missing textures. | You will need to make them like that. Power of two textures are optimized for video hardware (and mo... read more | 12/05/2007 (6:32 am) |
| Separation of mesh and collision mesh | You would have to dive into the code and figure out how to hollow out areas, probably using an octre... read more | 12/05/2007 (6:27 am) |
| Scaling models. | I thought the blue guy was the Max file and the green on the Blender conversion. Joseph Greenwalt re... read more | 12/05/2007 (6:26 am) |
| Separation of mesh and collision mesh | I believe there is a resource to change the ground transform of a player model on the fly. I don't k... read more | 12/04/2007 (12:40 pm) |
| Scaling models. | Load in a reference shape (green guy should be available on the Blender forum) and use that to match... read more | 12/04/2007 (12:14 pm) |
| Using a house in TGE. | As in your other topic, use Constructor and create your house. Then export it to DIF to use as an in... read more | 12/04/2007 (12:12 pm) |
| Collision. | To create structural geometry, you should use Constructor. That way all of your walls and major stru... read more | 12/04/2007 (12:11 pm) |
| The right 'Torque' for the job | [url=http://www.mmoworkshop.com]MMOWorkshop[/url] is a third-party resource. It was created by Prair... read more | 12/04/2007 (9:47 am) |
| Moved- Lost access to TGE private forums | Strange, you should have it. You've looked at all forums to see if they show up as well as your subs... read more | 12/04/2007 (9:26 am) |
| The right 'Torque' for the job | For 2D/Iso games, TGB would be the best option. You will have to work to support orthographic projec... read more | 12/04/2007 (9:09 am) |
| Tgb Gui Editor And Tga | I believe the GUI code is different between TGB and TGEA. I know there was a plan to roll the change... read more | 12/04/2007 (9:05 am) |
| 3ds max exporter | Good information, Logan.... read more | 12/04/2007 (9:01 am) |
| Interior Scale and Collision | I was just making sure that you had the patched EXE and that it wasn't the issue. It seems like an e... read more | 12/04/2007 (7:51 am) |
| Plugin request | Yeah. That can break up geometry rather badly. Curved surfaces would be a cool addition.... read more | 12/04/2007 (6:48 am) |
| 3ds max exporter | Personally, I would recommend not using Max at all for interior creation as there are a number of pr... read more | 12/04/2007 (6:43 am) |
| Changing the weapon & Player model. | First, you would need a model to change it to. Then you would need to modify the player.cs file unde... read more | 12/04/2007 (6:38 am) |
| Interior Scale and Collision | You're using the patched version of Constructor 1.03, right? I can't remember. I've pointed so many ... read more | 12/04/2007 (6:26 am) |
| Agent 47 - Time for your closeup | I'll have to check it out, though I've been burned on most videogame movies. I'll probably rent it, ... read more | 12/04/2007 (6:20 am) |
| How do I run the editor? | Once you have the mission loaded, (say the terrain demo) pressing F11 will bring up the world editor... read more | 12/03/2007 (5:05 pm) |
| Transparency textures in Quark | You can create DTS windows, which are also breakable.... read more | 12/03/2007 (2:45 pm) |
| Transparency textures in Quark | You would have to apply [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=... read more | 12/03/2007 (2:27 pm) |
| Where Do I Buy Dts Exporter Pro | [url=http://tdn.garagegames.com/wiki/3DSMax/ProExporters]TDN Article for the Pro Exporters[/url] ... read more | 12/03/2007 (2:12 pm) |
| TicTacToe tutorial? | Is [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5129]this[/url] what ... read more | 12/03/2007 (2:08 pm) |
| Interior Scale and Collision | DIF's should be scalable without causing collision issues. I've made things way too big or too small... read more | 12/03/2007 (2:06 pm) |
| What exactly do you get when purchasing the licence? | Not contradictory at all. The misunderstanding comes in what you and I are calling "levels". You ... read more | 12/03/2007 (2:00 pm) |
| Xna 2.0 | I think most of the tutorials cover using collision components in some manner.... read more | 12/03/2007 (1:09 pm) |
| What exactly do you get when purchasing the licence? | That's the world editor. It allows you to place interiors and models as well as change environmental... read more | 12/03/2007 (12:44 pm) |
| New TorqueX Community | @Pesto126 Why not contribute to TDN to make it less "useless"? I'm interested in seeing what Dro... read more | 12/03/2007 (12:42 pm) |
| Does Torque copys folder contents into memory at startup ? | It loads your files into memory when loading the mission. Exit Torque to load new versions.... read more | 12/03/2007 (12:21 pm) |
| What exactly do you get when purchasing the licence? | Constructor is for creating BSP environments. At the time of development, there were no free editors... read more | 12/03/2007 (11:59 am) |
| Plugin request | If you're talking about bezier curves, then it would require some significant updating to the DIF fo... read more | 12/03/2007 (10:56 am) |
| Torque X Pro 3D Beta | When XNA 2.0 comes out of Beta, then the "behind" counter will start.... read more | 12/03/2007 (6:35 am) |
| Xna 2.0 | TorqueX is 2D and 3D. TXB (TorqueX Builder) is a visual development environment for TorqueX that was... read more | 12/03/2007 (6:29 am) |
| Dts/.dif chosen for simple building construction | I believe that if you leave out a portal, it will only be unportaled until it reaches a portaled sec... read more | 12/02/2007 (5:30 pm) |
| DIF Exporter : QuArk | Uninstall all versions of Quark/Blender/Python/etc and then install them locally to the required dir... read more | 12/02/2007 (5:28 pm) |
| Protecting a 1.5 tgb game | I've used UPX on XP, so it should work just fine. I've never used it in Vista. It is a command line ... read more | 12/02/2007 (5:21 pm) |
| New Marble Blast Forums | There's no reason to badmouth Matan's forums, the userbase, or to get into pointless flamewars there... read more | 12/02/2007 (5:11 pm) |