Game Development Community

Cisor's Forum Posts

Thread Post Date Posted
TSE Release Date If you're game is good enough for Electronic Arts, you'd probably get a better deal at GG:)... read more 05/16/2004 (2:14 am)
Particles Particle windCoefficient is the % wind veloscity you want to apply to a particle, the max being the ... read more 05/15/2004 (6:40 am)
Particles AFAIK the wind direction is set in the sky datablock in the mission file. Something like 'windVeloci... read more 05/15/2004 (6:30 am)
Pop test: do you use a joypad I have a gamepad (Logitech Dualpad) with two sticks, a d-pad, and 12 buttons; four in a diamond, one... read more 05/02/2004 (6:26 am)
Detail, bump & reflection maps via max2dts Thanks, James. Our modeller is a long-time baker, but since our project timeline allows for TSE we'l... read more 04/18/2004 (4:11 am)
Detail, bump & reflection maps via max2dts Sven, no problem. You just raised the question (a good thing) so I looked into it. The max exporter ... read more 04/15/2004 (12:24 am)
Detail, bump & reflection maps via max2dts Ok, so if reflection mapping is working, and I'm getting detail maps to work in the show tool, what'... read more 04/11/2004 (6:27 am)
Multi-map maps Look for terrain manager threads.... read more 04/10/2004 (3:09 am)
Detailmaps for DTS : Suprise :-D Anyone?... read more 04/10/2004 (1:36 am)
VC6 users, a little caveat with SP6 Ouch! Sure glad I didn't rush off and do the upgrade. How can sp6 overwrite it if it doesn't exist... read more 04/09/2004 (3:14 pm)
Precipitation in Demo App Ben, David, I'm pretty sure Hobb's changes are backed out of HEAD. He moved some renderprecip coding... read more 04/09/2004 (2:08 pm)
Detailmaps for DTS : Suprise :-D Comment moved to new thread regarding max2dts and detil maps. [url]http://www.garagegames.com/mg/for... read more 04/09/2004 (1:36 pm)
ChimneySmokeEmitterNode Give me a few days, I'm sure I'll get to look at it again in my meanderings through the code.... read more 04/09/2004 (1:01 pm)
Waterblocks: submergeTexture0 and submergeTexture1 Did you include core\color.h as I said in underlava.h? Try cutting and pasting the code if you're... read more 04/09/2004 (12:44 pm)
ChimneySmokeEmitterNode Johnathan, I'm sure I'll get to it sometime. If you can't wait, then take a look at the projectiles ... read more 04/09/2004 (12:39 pm)
Adding visibility dynamic field Realm Wars has a cloaking staff for the elf. Maybe that can get you started?... read more 04/08/2004 (3:22 pm)
ChimneySmokeEmitterNode That would be nice :)... read more 04/08/2004 (2:58 pm)
ChimneySmokeEmitterNode Glad you like it. I'm a bit loathe to add it as a resource as it's such a hack, merely a simulation ... read more 04/08/2004 (2:50 pm)
ChimneySmokeEmitterNode Ok, as promised, below follows code: In game\fx\particleEngine.cc [b]1) Find at start of routi... read more 04/08/2004 (11:30 am)
Lore Released! Congrats on Lore. May the tills never stop ringing!... read more 04/08/2004 (11:23 am)
ChimneySmokeEmitterNode Jonathan, I've a 'bit of a hack' that'll fix that. I'm not at my code the moment, but will post it t... read more 04/07/2004 (12:56 pm)
A section for resources that were added to HEAD? That's what I was saying too :)... read more 04/01/2004 (9:14 am)
Congratulations Burger Wars! Yes, multi-congrats from me too. Your example encourages the rest of us to keep on going.... read more 04/01/2004 (9:10 am)
GameSpace Level Exporter - anyone used? Fair enough, John. I must admit I wasn't aware of the automajically splitting into convex surfaces. ... read more 03/31/2004 (9:27 am)
GameSpace Level Exporter - anyone used? John, I haven't used it myself, but from what I've heard, it isn't 'ready' yet. I suggest going to w... read more 03/31/2004 (9:10 am)
A section for resources that were added to HEAD? I agree, Luke. It would be dandy to have a list of resources already included in HEAD. An update t... read more 03/31/2004 (8:53 am)
DTS lacks terrain shadows... Shay, you don't need any particular version of VC to apply the changes, just a keen eye to discern w... read more 03/29/2004 (10:31 pm)
Waterblocks: submergeTexture0 and submergeTexture1 Melv: So are you related to Julian May? I'm a big fan. Well, not stalker big, but you know what I me... read more 03/29/2004 (8:54 am)
VC++ 6.0 SP 5 - Larger EXE & Console Window? Yes, Ben, thanx for the upx tip.... read more 03/29/2004 (8:44 am)
Waterblocks: submergeTexture0 and submergeTexture1 Melv, you've proved yourself so many times on these forums that my only real fear is that there is o... read more 03/29/2004 (8:33 am)
Waterblocks: submergeTexture0 and submergeTexture1 And finally... Since game.cc is currently using the USEOLDFILTERS setting, that's actually is all... read more 03/29/2004 (3:12 am)
Waterblocks: submergeTexture0 and submergeTexture1 Furthermore... [b]Fourth: In game.cc, in routine void GameRenderFilters(const CameraQuery& camq),... read more 03/29/2004 (3:11 am)
Waterblocks: submergeTexture0 and submergeTexture1 Ok, below follows the no bells-and-whistles resource. I'll post it here for those that can't wait, a... read more 03/29/2004 (3:09 am)
Waterblocks: submergeTexture0 and submergeTexture1 Pleasure, Edward. Melv@: One thing not on your list and which I forgot to mention is the way bein... read more 03/28/2004 (10:47 pm)
Waterblocks: submergeTexture0 and submergeTexture1 Melv, good to hear you're all over the new shader waterblock. In the meanwhile then, I'll release t... read more 03/28/2004 (10:06 am)
Waterblocks: submergeTexture0 and submergeTexture1 Ben, glad to hear about the waterblock, (and from another thread, the terrain) changes to using shad... read more 03/28/2004 (8:50 am)
Help getting a C++ guy started 1) Game.cc controls the main C++ program loop and main.cs starts the script side. 2) The download c... read more 03/28/2004 (8:22 am)
DTS lacks terrain shadows... Any particular reason why the "dts shadows" stuff hasn't been put into HEAD?... read more 03/28/2004 (8:15 am)
Goodbye and Good Riddance to QuARK... any other suggestions? Mike, you can also look at TrueSpace, or GameSpace. I recall Ted Southard mentioning a plugin and tu... read more 03/28/2004 (7:45 am)
Waterblocks: submergeTexture0 and submergeTexture1 Just a few caveats on the use on the two-texture method for the full-screen effects... I neglected ... read more 03/28/2004 (4:23 am)
Waterblocks: submergeTexture0 and submergeTexture1 Sure, I'll whip something up during next 24.... read more 03/28/2004 (4:08 am)
Waterblocks: submergeTexture0 and submergeTexture1 Edward, Ben, I looked at this stuff a while ago, and here's what I discovered. (I'm not near my code... read more 03/28/2004 (2:54 am)
DIF file specification? Of course, hence the linking to Torque.lib :) Some days I just can't seem wake up, no matter how m... read more 03/20/2004 (3:47 am)
DIF file specification? Or check map2dif source code.... read more 03/20/2004 (3:21 am)
RW melee code crashing engine..... Excellent, thanx.... read more 03/19/2004 (12:02 am)
RW melee code crashing engine..... Care to share, Josh?... read more 03/18/2004 (8:41 am)
Problems with dts exporter build Shay, just rebuild the ljpeg_DEBUG.lib file. If you set the ljpeg project as active and do a debug ... read more 03/15/2004 (9:08 am)
Looking for help with export Johnathan, I'm by no means a 3d modeller, but I noticed SonicTailsTexture.psd in there somewhere. Yo... read more 03/15/2004 (9:01 am)
Metrics() broken in HEAD? John, Desmond Fletcher and Richard O'Brian created a resource called "Utilities for Mappers" that ha... read more 03/15/2004 (8:46 am)
Animations (side step, want to use differnet method) Let us know what transpires.... read more 03/14/2004 (1:42 am)