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Ross Pawley's Forum Posts

Thread Post Date Posted
T3D - 2 issues - Fog and transparency Glad that helped some :) Ah, it appears there isn't a fogScale value. There are tweak scalars fo... read more 10/14/2009 (4:16 am)
T3D - 2 issues - Fog and transparency I believe the GroundCover issue is caused by GroundCover not being written into the depth buffer (th... read more 10/14/2009 (12:52 am)
T3D - Ground Cover questions 1. Possible it's bad normals.... 2. GroundCover shapes should primarily be stuff that woulldn't sto... read more 10/08/2009 (4:22 am)
how can I add lightrays to spotlights? Undercity just had their lightrays as TSStatics. If you want something dynamic, you'd have to imple... read more 10/02/2009 (11:01 pm)
Footprint Decals Don't Scale with Player The call to the DecalManager which adds a decal when a player's footstep trigger fires is not passin... read more 09/22/2009 (2:42 am)
B5: noteworthy quarks/issues @eb, can you provide reproduction info please? A mission file would be much appreciated if it's bar... read more 09/08/2009 (6:00 am)
Torque 3D Beta 5 Bug: Big framerate drop when scaling an object with shadows enabled Well, as it's scaling, it will of course be slower. However, I suggest seeing how many verts you're... read more 09/08/2009 (4:53 am)
Time to correct 'logitudinal' typo ? I agree, the user shouldn't have to fix the spelling in the engine. I was talking about resources b... read more 09/08/2009 (2:58 am)
Time to correct 'logitudinal' typo ? IMO yeah we should just break it. People should be able to fix a spelling change fairly easily via ... read more 09/08/2009 (1:47 am)
Torque 3D Beta 5 Bug: Big framerate drop when scaling an object with shadows enabled Right. Well, what's happening here is that when you scale up your object, the decal it's going to c... read more 09/08/2009 (1:23 am)
Torque 3D Beta 5 Bug: crash related to ProjectedShadow and DecalManager @Stephane, you'll want to add this change also: Change this [code]if ( (dinst->mFlags & C... read more 09/04/2009 (2:51 am)
GLSL Support What Marc meant is that OpenGL on the Mac is missing support for some things that cause Advanced Lig... read more 08/28/2009 (9:09 pm)
Constructor Mirrors in T3D I believe the functionality is just not there at the moment.... read more 08/27/2009 (11:29 pm)
Porting hitboxes Uh well if the resource was setting the detail level to something very specific, you might want to p... read more 08/27/2009 (10:34 pm)
Porting hitboxes The setStatics/clearStatics stuff has been replaced by the TSRenderState class, which allows for a m... read more 08/27/2009 (10:05 pm)
B5 - basic lighting shadow lag @Orion, the issue's been fixed for the next release. Just didn't make it into B5.... read more 08/22/2009 (7:38 am)
Torque 3D Beta 5 Bug: crash related to ProjectedShadow and DecalManager @Stephane, I was unable to reproduce the device reset in either stock Beta 5 or the current trunk, b... read more 08/21/2009 (2:23 am)
[Beta 5 Bug] Shadow Sticks in Basic Lighting @Manoel, maybe use just the depth pass and shadowmaps then.... read more 08/12/2009 (10:51 pm)
[Beta 5 Bug] Shadow Sticks in Basic Lighting Yeah, that's not related (ProjectedShadow doesn't even use a regular material). And yeah, tryin... read more 08/12/2009 (7:05 pm)
[Beta 5 Bug] Shadow Sticks in Basic Lighting I'll try to reproduce that.... Where is it crashing? Edit: Just tested it, it is using the shadow... read more 08/12/2009 (6:50 pm)
[Beta 5 Bug] Shadow Sticks in Basic Lighting You can't just specify the fade range to any old thing you like in the shader. There is a parameter... read more 08/12/2009 (6:40 pm)
Attempting to build a renderable ring item @Rex, yes, when the radius changes, you will want to use it to calculate a new mObjBox, then call re... read more 08/12/2009 (5:24 pm)
basic lighting causes loss of gizmo This happens on my box as well. What I've noticed is that if you move your camera a certain distanc... read more 08/12/2009 (5:20 pm)
[Beta 5 Bug] Shadow Sticks in Basic Lighting Can you guys provide me with a little more information? I do not see this behavior when first start... read more 08/12/2009 (3:44 pm)
Basic Lighting Shadow Oddness FYI guys, we found the issue and the fix will be in the next release :) Thanks for the report!... read more 08/12/2009 (12:28 am)
World Editor Camera settings Um, not sure about that. Someone more familiar with the internals of the Shape Editor would have to... read more 08/11/2009 (7:37 pm)
World Editor Camera settings If you mean the clip distance near/far, it's controlled in the LevelInfo object.... read more 08/11/2009 (6:43 pm)
Basic Lighting Shadow Oddness Yeah, it's caused by there being no sun object (be it Sun or ScatterSky).... read more 08/11/2009 (6:42 pm)
Basic Lighting Shadow Oddness @bryce, can you give me more details about your setup? Or is it the stock mission or..?... read more 08/11/2009 (6:02 pm)
Heightfield normals for terrain @Ryan, it's the terrImport.cpp (export is there too) file in the terrain folder (and related scripts... read more 08/11/2009 (4:33 pm)
Beta 5: Player not casting shadow with advanced lighting (not a bug) @Matt, just FYI, Tom mentioned this earlier today here in the office. A field for specifying what s... read more 08/11/2009 (1:29 am)
Resolved Create Heightmap, opacity map size @Steve, thanks for confirmation :) Also, could you point me to that thread, because while I was tes... read more 08/10/2009 (9:46 pm)
Resolved Create Heightmap, opacity map size Is anyone still experiencing this issue? I was unable to reproduce it in Beta 4+ (I suspect someone... read more 08/10/2009 (9:21 pm)
PhysX actor going out of synch The corrections happening in PxSingleActor are not really working. Most of the PhysX classes assume... read more 08/10/2009 (2:48 pm)
Time of Day. @Bryan, you're correct, addTimeOfDayEvent is there specifically to enable the ability to set up even... read more 08/10/2009 (2:41 pm)
Anyone done any destructble buildings with PhysX yet? Yeah, you definitely don't need APEX to make destructible PhysX objects with T3D.... read more 07/22/2009 (1:00 am)
[b4bug] PhysX Cloth not working The projectiles for weapons were never set up for interaction with the cloth objects, so that behavi... read more 07/20/2009 (9:28 pm)
Making a round planet stage Hey all, I actually lost the start I had at porting Sean O'Neil's spherical ROAM implementation quit... read more 07/17/2009 (8:03 pm)
Project Generator help @Andy, mostly just because it's a TON of spew (for even just one of the echo statements), and it slo... read more 07/17/2009 (12:00 am)
Resolved - Portal no render player 3rd person @Steve, mind sending me a test mission with those cases? :P... read more 07/16/2009 (10:16 pm)
Project Generator help @Andy, by the way, if you need more debug info on stuff failing, there are various commented out ech... read more 07/16/2009 (9:38 pm)
Resolved - Portal no render player 3rd person @Steve, if you're able to, any additional testing you can do for this and any other weird cases you'... read more 07/16/2009 (8:56 pm)
Resolved - Portal no render player 3rd person @Steve, out of curiosity, is that mission just a test, or are you trying to break up your open area ... read more 07/16/2009 (5:56 pm)
B3 Bug - Issue with rending while in a portal Hey Joshua, I just posted a fix for Steve's issue in this thread: [url]http://www.garagegames.com/co... read more 07/16/2009 (5:55 pm)
Resolved - Portal no render player 3rd person @Steve, so I tested out your mission and I know why my previous fix didn't work for you. Try this: ... read more 07/16/2009 (4:22 pm)
B3 Bug - Issue with rending while in a portal Alright, thanks Joshua, I'll take a look at this issue when I get time (helps to know that the other... read more 07/14/2009 (9:40 pm)
B3 Bug - Issue with rending while in a portal @Joshua, please try the fix that Tom linked to and let us know if it worked for you, as to me it app... read more 07/14/2009 (4:47 pm)
B3 Bug - Loop in findZone @Joshua, so you had a portal inside a zone (i.e., completely contained in it) or just overlapped? ... read more 07/14/2009 (4:44 pm)
Resolved - Portal no render player 3rd person Yeah you should definitely increase the thickness so that it overlaps into whatever zones you need i... read more 07/13/2009 (9:59 pm)
Resolved - Portal no render player 3rd person @Steve, can you do me a favor and test this small change to SceneRoot::_traverseZones() to see if it... read more 07/09/2009 (9:23 pm)
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