John Kabus (BobTheCBuilder)'s Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| RTS/ TGE ver 1.4 build solution | Hi William, I'm not familiar with what happened regarding your work on the RTS kit updates, but I... read more | 07/31/2008 (10:49 am) |
| TGEA 1.7 Bug: Dynamic Terrain Lighting | Hey Jeff, I checked out the terrain dynamic lighting and it appears well balanced with interior a... read more | 06/06/2008 (2:20 pm) |
| Jerkyness because of shadow rendering | Is the frame rate low or are the players jumping/warping around the screen? If the players are jump... read more | 01/29/2008 (2:03 pm) |
| Player shadows with and without terrain?? | Ok, found a bug, but I can't imagine that it ever worked this way before (though it did work), so it... read more | 01/14/2008 (9:28 pm) |
| Smooth lighting/geometry??? | It sounds like the lighting isn't detailed enough for the geometry size/complexity. Try increasing ... read more | 12/26/2007 (11:43 pm) |
| Unlit Objects? | Hi guys, I don't believe there is a way to do this through the mission editor or in script - you'... read more | 12/26/2007 (11:20 pm) |
| Lighting DTS objects in space. | Try changing the following code in sceneObject.cc line 1831: [code] SceneObject::LightingInfo::L... read more | 11/28/2007 (12:51 am) |
| Lighting in both Constructor and Torque??? | It looks like you're exporting through map2dif, use the built in exporter instead - it uses the same... read more | 11/28/2007 (12:34 am) |
| Weird green lines appearing in-game? | Those are caused by the light map packing used by older versions of map2dif - see if switching to TG... read more | 11/28/2007 (12:25 am) |
| How to get NON-parallel shadow? | Torque's dynamic shadows are a type of directionally projected (parallel) shadows. Adjusting the sh... read more | 11/28/2007 (12:10 am) |
| Alternatives for terrain lighting. | The lighting models affect the currently selected light datablock (the one active in the datablock d... read more | 11/27/2007 (11:15 pm) |
| Detail brushes + dynamic light? | Try exporting through map2dif to see if the issue is with the internal exporter.... read more | 11/12/2007 (4:19 pm) |
| What's that means? | Those specify the lens flare's size based on the camera's distance from the light (near or far, and ... read more | 11/12/2007 (4:05 pm) |
| Lighting DTS objects in space. | The lighting options available on DTS objects are used to tweak that object's lighting. You can ach... read more | 11/12/2007 (3:43 pm) |
| Lightmap extents exceeded bitmap size | Make sure you're running the latest TGE/TGEA and exporting directly from Constructor (not using map2... read more | 11/01/2007 (4:21 am) |
| Light entities in Quark 6.5 Beta acting weird in TGE 1.5.1 | It's hard to tell what's happening without screen shots of the problem.... read more | 11/01/2007 (3:46 am) |
| Glowbuffer's Borked again. | DRL should work with AA enabled (disable the glow buffer to verify), however HDR will only work if y... read more | 11/01/2007 (3:41 am) |
| Static shape lightmaps crashes | Make sure your dts is tri-stripped on export (load it in ShowTool for details). Tri-stripping will ... read more | 11/01/2007 (3:30 am) |
| Problem with Lighting Resource | How bright is your mission lighting? If the lighting is already maxed out you won't see any additio... read more | 11/01/2007 (3:08 am) |
| Selective Area Relight | Most of the documentation focus was on the class members used to add lighting to custom objects. Or... read more | 11/01/2007 (3:00 am) |
| Shadow angles different for AIPlayers? | Does this occur when starting the mission or after changing the sun's properties? There's a shado... read more | 11/01/2007 (2:35 am) |
| Lighting again ? | The animated static light entities were slowly phased out. Constructor's internal exporter doesn't ... read more | 10/17/2007 (11:54 am) |
| Shadow problem (newbie constructor user) | Non-light mapped meshes acquire lighting information from the interior or terrain directly beneath t... read more | 10/17/2007 (11:37 am) |
| Changing light map size | Try cutting your larger brushes in half, this will reduce the light map sizes generated. Or you can... read more | 10/17/2007 (11:30 am) |
| SgLightingScaleEntity in Torque 1.5.2 from Constructor? | Adding the SgLightingScaleEntity entity to a brush allows you to adjust the lighting scale/detail in... read more | 10/17/2007 (11:10 am) |
| Static shape lightmaps crashes | Make sure you are using the latest TGEA, static mesh support is relatively recent. After updating i... read more | 10/17/2007 (10:54 am) |
| Problems with the light compiling in TGEA.. | The higher lighting exposure level used in TGE is disabled in TGEA by default to avoid washing out T... read more | 10/17/2007 (10:49 am) |
| SgLightingScaleEntity | Hey Jeff, you need to export using a TLK map2dif, that feature didn't make the cut for TGE 1.5.... read more | 10/01/2007 (10:58 am) |
| Exporting lights | Make sure you're using Torque light entities and not Constructor entities (which are used for Constr... read more | 10/01/2007 (10:56 am) |
| Attach light to animated DTS... | Make sure the light datablock member "MountPoint" is assigned the object's mount point (by name) and... read more | 10/01/2007 (10:49 am) |
| TSE Relief Mapping? | Matt, what type of problems are you running into?... read more | 09/28/2007 (1:21 am) |
| SgLightingScaleEntity in Torque 1.5.2 from Constructor? | Hi Dave, That should work, but you'll need to replace Constructor's map2dif with the one from TLK... read more | 09/23/2007 (4:43 pm) |
| Lightmaps Problem | What is the problem you're seeing, is it an error or light leaks?... read more | 09/15/2007 (7:55 am) |
| LOST IN THE DARK! script relighting not working, editor bug | Torque runs as a client/server app even in single player games. The code posted above is setting th... read more | 09/13/2007 (11:05 pm) |
| Dynamic Lighting on parallax shader | Hi Paul, The shader register VC_LIGHT_DIR1 (used for lightpos) is undefined during dynamic lighti... read more | 09/11/2007 (5:50 pm) |
| Shadow Problem | See my response to your other thread, but the issue could be bounding box related.... read more | 08/29/2007 (6:24 pm) |
| Static shapes casting shadows? | Are they TSStatic objects or StaticShape objects (derived from ShapeBase)? For StaticShapes set t... read more | 08/29/2007 (5:53 pm) |
| Vehicle Shadows | Make sure the object bounding box exported from MilkShape looks sized and positioned correctly in To... read more | 08/29/2007 (5:45 pm) |
| Shadow Problem in Torque advanced | The original poster was trying to get dts objects to cast dynamic shadows on other dts objects. D... read more | 08/29/2007 (5:31 pm) |
| TGEA 1.0.2 Released | Are you guys using the latest Constructor (1.0.3) with TGEA 1.0.2?... read more | 08/19/2007 (10:55 pm) |
| After relight camera problem | Try downloading a clean copy of Torque then check to see if it happens in the Racer Starter Kit, if ... read more | 08/19/2007 (10:32 pm) |
| Null brushes casting shadows | Try using collision brushes instead, they should block players and vehicles without casting shadows.... read more | 08/19/2007 (10:23 pm) |
| VolumeLight crashes | Where is it crashing in the debugger?... read more | 08/12/2007 (2:09 pm) |
| Funky Light Colours | Are you seeing the problem on interiors that are not scaled? Also make sure you're using the latest... read more | 08/12/2007 (2:08 pm) |
| Staticshape casts shadow on terrain | TSStatic shapes cast static shadows that are baked into the terrain and interior light maps. The sh... read more | 08/12/2007 (2:01 pm) |
| Null brushes casting shadows | Hey guys, I just wanted to mention that shadow casting from null surfaces is by design. Null surf... read more | 08/12/2007 (12:46 pm) |
| DTS alpha and sunlight issue | What do your materials definition look like? I tested the example trees that come with TGE using ... read more | 07/30/2007 (8:01 am) |
| DRL totally breaks rendering on 1.0.1[solved | It's working here, though we don't have an 8000 series to test on. Can you post a screen shot?... read more | 07/30/2007 (7:45 am) |
| SgDecalProjector and Quadro FX cards | TGE's decals use alpha and additive blending, which should be standard on all cards. Try running th... read more | 07/26/2007 (12:45 pm) |
| Bad Dynamic Lighting | Hey guys, I checked in fixes for this - the changes are widespread and not easy to post, but it's fi... read more | 07/26/2007 (12:34 pm) |