Brian Ramage's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Creating an army in TSE | TSE is really not optimal right now in terms of batching up geometry across objects. We do have a s... read more | 12/13/2005 (12:46 pm) |
| Small water blocks limited to non-square shapes? | On the water size - Florian is correct, the scale has to be larger than the gridsize - so just reduc... read more | 11/15/2005 (5:01 pm) |
| TSE Compilers | Check this out, should work fine and it's free: http://www.garagegames.com/mg/forums/result.threa... read more | 11/15/2005 (4:51 pm) |
| Nvperfhud | I think I tried getting that to run a long time ago without luck.... read more | 11/15/2005 (4:48 pm) |
| Fixing the Optionsmenu (Graphics) | This fix has been checked into our local TSE SVN. Thanks Florian.... read more | 10/20/2005 (4:55 pm) |
| Glow Buffer problem on 6200? | Yeah, they are probably doing something slightly different that doesn't affect the driver in the sam... read more | 10/13/2005 (1:08 pm) |
| Observation and a few more questions | The materialMap.cs file is not there because it is no longer needed. Materials map to textures insi... read more | 10/13/2005 (12:55 pm) |
| FYI: TSE blue screen error on Dual monitors | I've got a pair at home... I should bring them in.... read more | 10/04/2005 (12:39 pm) |
| Glow Buffer problem on 6200? | I've seen this behavior before, it's almost certainly a driver problem or a problem with your card.... read more | 10/04/2005 (12:36 pm) |
| Screen goes pink | You could always put in a Con::warnf( "Position = %f,%f,%f", carPos ); somewhere in the car's proce... read more | 10/04/2005 (12:32 pm) |
| Cannot allocat that many indices in a volitile... | Having a lot of particle emitters, or emitters that emit lots of particles that "live" for a few sec... read more | 10/04/2005 (12:27 pm) |
| GeForce FX 5500 & TSE | All the demos will run at 2.0 with FX5x00 cards except for some specific shaders which may be at 1.4... read more | 10/04/2005 (11:52 am) |
| Soul Calibur 2 tournament @ IGC | Spawn, Heihachi, and Link are banned. The Lizard Man also may be banned just because we don't have ... read more | 10/02/2005 (8:26 pm) |
| Soul Calibur 2 tournament @ IGC | Yes, there will be some warmup before it begins.... read more | 10/02/2005 (12:27 pm) |
| Horrible performance on GeForce 6800 | There is some evil shit going on with the Orc, I just haven't had the chance to get in there and sta... read more | 09/29/2005 (4:53 pm) |
| Metallic water anyone? | You could start by playing with the "fresnelBias" to make it more reflective. Then turn down "clari... read more | 09/29/2005 (4:42 pm) |
| GeForce FX 5500 & TSE | The reason TSE runs slow on FX 5500 and 5200 cards is that it detects the highest pixel shader suppo... read more | 09/29/2005 (4:18 pm) |
| DustEmitter and FootSoftSound no working | Sound should work, decals aren't in yet, splashes are gone.... read more | 09/20/2005 (4:49 pm) |
| SplashData gone? | We're not planning on putting it back ourselves. If someone wants to write a resource and send it t... read more | 09/20/2005 (4:46 pm) |
| Windows 2000 | Guys, you can still compile and run TSE on win2k with VC6 if you use the October 2004 DXSDK. Won't ... read more | 09/20/2005 (4:30 pm) |
| New to torque shader engine - need help | Actually there is - the "terrain_water_demo" is very minimal - just a shadered cube, a couple simple... read more | 09/12/2005 (12:29 pm) |
| Reflection doesn't actualy work on PS 1.4 hardware... | It's also possible planar reflections are broken, it 's been a while since I've tested them.... read more | 09/08/2005 (12:27 pm) |
| Reflection doesn't actualy work on PS 1.4 hardware... | Is it not in the demo? I think this is it: [code] datablock CustomMaterial( ReflectMat ) { ... read more | 09/08/2005 (12:27 pm) |
| Glsl | We're not against OGL at all. We really want it; I'm looking forward to seeing TSE on a Mac. But l... read more | 09/08/2005 (12:20 pm) |
| Normal Maps with Mirrored UVs Support? | It's not supported yet. If the model doubled up on the verts that are shared between mirrored halve... read more | 09/08/2005 (12:06 pm) |
| How To Use And Abuse The Gaming Press... | Good article. Don't know if I agree with the whole indie game rock star thing, but the rest makes a... read more | 09/08/2005 (11:56 am) |
| Reflection doesn't actualy work on PS 1.4 hardware... | It has been tested on 1.4 hardware here with the Dojo demo. Does the Dojo demo work for you? That ... read more | 09/06/2005 (4:47 pm) |
| Distortion effects, the backbuffer, and particles | The particles don't refract because all translucent objects are drawn after refractive objects. Thi... read more | 09/06/2005 (4:43 pm) |
| An "unofficial" TSE demo. | Looks OK to me. It's a demo, so it's better if they are a bit too much rather than too little.... read more | 09/06/2005 (4:35 pm) |
| Reflection doesn't actualy work on PS 1.4 hardware... | Water reflections require a 2.0 card. Interior planar reflections should work with 1.4... read more | 09/05/2005 (12:39 pm) |
| TSE Starter.fps download | Please DON'T put a parallax shader in there, we'll be adding our own hopefully this milestone. Keep... read more | 09/05/2005 (12:37 pm) |
| GFXD3DDevice::project fix | That's not quite the way it's supposed to work. The modelview being passed in should essentially be... read more | 09/05/2005 (12:36 pm) |
| TSE Bounties | @Tom - email me on your vertex color questions. It's usually more efficient to pass in vertex color... read more | 09/05/2005 (12:20 pm) |
| An "unofficial" TSE demo. | Looking good Joseph!... read more | 09/05/2005 (12:11 pm) |
| Glsl | No ETA; it's not a priority right now. We want to do it. We'll get to it sometime after 1.0 releas... read more | 09/05/2005 (12:08 pm) |
| TSE World Creator Issue and two other issues | If you see problems like this, try pulling down a NEW, CLEAN copy of tse and see if it runs OK. If ... read more | 09/05/2005 (12:03 pm) |
| F.E.A.R - can it be done? | I couldn't even get FEAR running at a decent framerate. I have an ATi x800 and P4 3.0ghz, put the s... read more | 09/05/2005 (11:53 am) |
| Shader and transparency? | There are some translucency issues in the engine right now. Setting translucent to true and translu... read more | 09/01/2005 (5:27 pm) |
| Garage Games at PAX!? | Yeah, Alex cooked those up for IGC, they look great on those monitors.... read more | 08/29/2005 (2:11 pm) |
| Garage Games at PAX!? | PAX was great! Good to see all you guys who stopped by our booth, yes we had a booth! Someone will... read more | 08/29/2005 (1:59 pm) |
| Improving the GlowBuffer | @Tom - OK, I think we've got it then, that looks good to me.... read more | 08/29/2005 (1:27 pm) |
| Waterfalls in TSE | It's the right approach to take a look at how other games do it. Tekken 5 has a pretty good waterfa... read more | 08/29/2005 (1:06 pm) |
| Stencil shadows vs. Shadowmapping | It would be very difficult to come up with a full dynamic shadow system that would cover interiors, ... read more | 08/29/2005 (12:59 pm) |
| Improving the GlowBuffer | EndActiveRenderSurface is there to end MRTs. You'd need it if you were rendering to 2+ targets, and... read more | 08/24/2005 (6:19 pm) |
| Show Your Atlas Love | Very nice guys, very nice. Great to see this stuff put to good use.... read more | 08/24/2005 (6:12 pm) |
| PrimBuild gripe | Ah, OK then, good news on the leak ;) Have you tried removing terrain to see if that speeds up yo... read more | 08/23/2005 (5:47 pm) |
| Missing function "clearSelection | I merged some of the stuff over, I haven't compared with 1.4 so I'm not sure what made it over.... read more | 08/23/2005 (5:45 pm) |
| Improving the GlowBuffer | The 4pass vs 2pass test case was before I added the RT stack, so it was only 2 more rt changes. H... read more | 08/23/2005 (5:40 pm) |
| Compiling TSE with Visual Studio 2005 (Beta) | Weird that you are getting that, I recently went through TSE and made sure it compiled OK with VC8.... read more | 08/23/2005 (5:29 pm) |
| Native dx8.1 renderer | All DX9 stuff is in one location, so you'd just make a new device and it should plug right into the ... read more | 08/23/2005 (5:27 pm) |