David Montgomery-Blake's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Inserting new render options in TGE pipeline | Melv's [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3217]RenderObject... read more | 11/14/2004 (8:36 am) |
| TGE + RTS compiling? | The asnwer is in the form of a question: "how much do you want to learn your compiler and what is y... read more | 11/14/2004 (8:33 am) |
| Torque future | If you're so worried about updates, then I'm sure that the Epic team will be excited to license thei... read more | 11/13/2004 (12:58 pm) |
| Re: Ships/Vehicles/Transportation | Why not track the ships and people separately? That way, people can login and get on their ship/stat... read more | 11/13/2004 (12:50 pm) |
| Re: Ships/Vehicles/Transportation | I take it that you're looking at a multiplayer game where other players will see the ship moving thr... read more | 11/13/2004 (9:25 am) |
| Gamespace | Download GameSpace Lite and see if it works with your workflow. I've seen people do wonderful things... read more | 11/12/2004 (7:34 pm) |
| Central florida | Considering I found someone else from Pocatello, ID here on the forums (though he moved), anything i... read more | 11/12/2004 (12:06 pm) |
| Interior map only | Yup. You don't even have to let them do anything if you don't want to.... read more | 11/12/2004 (11:34 am) |
| TSE Scene/Terrain Questions | One of the key problems with seamless terrains is simple load-balancing. While a desert may have onl... read more | 11/12/2004 (11:24 am) |
| Interior map only | Well, you can place them inside the building with the world editor and never give them any path data... read more | 11/12/2004 (10:47 am) |
| Rpg pack? | From his post in the RTS section, it seems that he's looking for more of a codebase pack (like the R... read more | 11/12/2004 (10:45 am) |
| Gmax? | Right, so if [i]Company X[/i] wanted to distribute a GMax module to allow modifications for their ti... read more | 11/12/2004 (10:43 am) |
| Rpg pack? | Considering the RTS pack's camera and mini-map system, much of the engine coding is already done for... read more | 11/12/2004 (10:37 am) |
| Vote for the HEAD! | My worry is that it would lead to implementation specific additions that would ebb and flow with des... read more | 11/12/2004 (9:17 am) |
| Gmax? | [url=http://sparks.discreet.com/app/appmain.cfm]Discreet Sparks Program[/url], and the [url=http://s... read more | 11/12/2004 (9:10 am) |
| Gmax? | [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5134]No. It's expensive ... read more | 11/12/2004 (9:00 am) |
| Torque Shader Engine questions? | You must be a licensed TGE owner to become a licensed early adopter for TSE. But you save a good chu... read more | 11/12/2004 (6:54 am) |
| First Person RPG | The [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=22720]Open SRD[/url] ruleset has ... read more | 11/12/2004 (6:53 am) |
| Elasticity | The base concept behind it is explained in the cloth sim example in [url=http://www.amazon.com/exec/... read more | 11/12/2004 (6:15 am) |
| First Person RPG | If you have a modded/Japanese PS2, pick up Shadow Tower: Dark Abyss. It's hands down the best combat... read more | 11/11/2004 (3:40 pm) |
| TSE Early Adopter lisence | Geoffrey's right. Everything in the book can be done using the demo examples and included build of T... read more | 11/11/2004 (10:08 am) |
| TSE Early Adopter lisence | You still have both licenses, but you save on the full TSE license as an early adopter.... read more | 11/11/2004 (9:46 am) |
| GPL Question | The problem is that the with the way TNL is structured, when you create the client (unless you write... read more | 11/08/2004 (5:51 am) |
| GPL Question | You didn't find a hole, though. The only way you could use it for a project is to completely split a... read more | 11/07/2004 (6:46 pm) |
| Skyboxes | Load your .x file into your rendering package,setup your camera and rendering settings, and render o... read more | 11/07/2004 (7:36 am) |
| Torque Development Plans | @Cameron As Ben stated, learning to use tools such as winmerge effectively is invaluable. I have ac... read more | 11/07/2004 (7:33 am) |
| Torque Development Plans | Oh, I'm not waiting to work on it. If I did that, no progress would be made. I was just wondering if... read more | 11/06/2004 (2:52 pm) |
| GPL Question | If TNL's client and server were separate projects, then it could be interpreted that way. They are a... read more | 11/06/2004 (9:22 am) |
| Worldcraft vs Quark ? | You will have to completely rethink your modeling workflow in GameSpace/TrueSpace/Milkshape/3DS Max/... read more | 11/06/2004 (9:07 am) |
| Worldcraft vs Quark ? | It's part of the [url=http://www.idsoftware.com/business/technology/]technology licensing program[/u... read more | 11/05/2004 (2:18 pm) |
| Torque Development Plans | Sounds good. I'm all for elegance. I'll keep looking through the source with the interiors in mind, ... read more | 11/05/2004 (1:09 pm) |
| Worldcraft vs Quark ? | Radiant But I can't use it legally without paying through the nose. Same with Worldcraft/Hamme... read more | 11/05/2004 (12:03 pm) |
| Indoor with Quark | Click the [url=http://www.garagegames.com/mg/projects/torque1/]Torque Game Engine[/url] link on the ... read more | 11/05/2004 (11:43 am) |
| Torque Development Plans | With the new component model, would it be easier for me to work on the streaming interiors than it i... read more | 11/05/2004 (11:40 am) |
| Indoor with Quark | Create the house and roof separately. Put them together in the engine. Then hide the roof when the p... read more | 11/05/2004 (10:57 am) |
| Metal vs. Flesh | Steven Fletcher has just posted a message that answers most new questions in a very concise and poli... read more | 11/04/2004 (8:44 pm) |
| Rendering and Performance (without TSE) | Artwork will affect your game depending on what you want and the restrictions you impose. Artists wi... read more | 11/04/2004 (8:35 pm) |
| Metal vs. Flesh | *must not comment at this time*... read more | 11/04/2004 (8:16 pm) |
| Rendering and Performance (without TSE) | TGE and the Synapse Lighting Pack are two invaluable elements for those who are not able or willing ... read more | 11/04/2004 (8:09 pm) |
| How To Make AI Discussion | Please don't notify people of your age. It's simply easier that way for all parties involved. COPPA ... read more | 11/04/2004 (8:00 pm) |
| Using 3d studio to produce buildings for TGE/TSE | [url=http://conitec.net/qmapexp.zip]This[/url] one might work...but I don't know how well it will wo... read more | 11/04/2004 (2:22 pm) |
| Streaming/Paging question | That's the reason I'm looking at loading/unloading via nodes (which is just the visual term I'm usin... read more | 11/04/2004 (12:36 pm) |
| Streaming/Paging question | @Josh I'm excited to see it working as well. I don't think that working with loading and unloading ... read more | 11/04/2004 (11:16 am) |
| Object Interactivity with Torque | I think he's refreshing the page, which resubmits the form data.... read more | 11/04/2004 (9:15 am) |
| Compatibility | You can download the [url=http://www.garagegames.com/pg/demo.php?id=36]Synapse Gaming Lighting Pack ... read more | 11/04/2004 (8:39 am) |
| When is enough enough | I believe the originality factor in the mainstream gaming industry has less to do with stock art ass... read more | 11/04/2004 (7:00 am) |
| Streaming/Paging question | The way I'm currently looking at interiors is to create a series of smaller, interlocking interiors ... read more | 11/04/2004 (6:38 am) |
| Welcome to the new forum! | This is a great idea! Now now we have a place to corner you and ask about Looking Glass! Mwahahah... read more | 11/04/2004 (6:14 am) |
| Limitless landscape or creating of large world | [quote]Another problem with streaming stuff of that nature is that it usually has lots of gotchas...... read more | 11/04/2004 (6:12 am) |
| OpenSRD: TGE Compatible SRD 3.5 Implementation | @Romano Actually, most "modern" RPG's use systems extremely similar. KOTOR, Neverwinter Nights, etc... read more | 11/03/2004 (7:31 pm) |