Game Development Community

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)