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Brian Ramage's Forum Posts

Thread Post Date Posted
Help with a new mission. Don't worry about lighting artifacts, there's still some bugs there.... read more 08/22/2005 (6:39 pm)
PrimBuild gripe I agree the begin/endToBuffer needs to be better documented. Yep, looks like there may be a leak ... read more 08/22/2005 (6:33 pm)
Improving the GlowBuffer Setting render targets is still pretty slow in terms of slow things a card can do. However, you can... read more 08/22/2005 (6:13 pm)
BraveTree Tank Pack for TSE I recently talked with a soldier who operated an M1 for years (was in Iraq until recently). Yes, th... read more 08/22/2005 (6:03 pm)
Mounted Weapon Do not Glow There's a translucency bug that is interfering with the glow right now. I'll post something when it... read more 08/22/2005 (6:00 pm)
Another update Hey Kipp, yeah the first problem is probably related to the options menu not working? If you want t... read more 08/18/2005 (8:14 pm)
Major GeForce 6600 GT performance issues This will get resolved, we're not quite at the performance point of tuning MS3. Ben and I have talk... read more 08/18/2005 (1:38 pm)
Vertical sync does not work Yeah, that hasn't been hooked up yet.... read more 08/16/2005 (2:49 pm)
Missing file logging and DTS materials Damn, I remember seeing this when I was working on the recent Materials update. Thought I fixed it ... read more 08/16/2005 (2:46 pm)
Using a 1024x256 texture crashes TSE. Try replacing the texture with another. If it works, the problem is the texture. If it [i]is[/i] t... read more 08/16/2005 (2:39 pm)
Compiling with Visual C++ (command line) Toolkit? Cool, keep us posted.... read more 08/16/2005 (2:33 pm)
Help with a new mission. There will soon be a sizable bounty for a [i]quality[/i] starter.fps conversion from TGE to TSE. Fo... read more 08/16/2005 (2:32 pm)
Instancing questions @Phil - in terms of lots of little objects being batched up and drawn together - no. The interiors ... read more 08/16/2005 (2:27 pm)
Another update Yeah, I got it, will go up in next update.... read more 08/16/2005 (2:22 pm)
Totally confusin transparency behavior This is a little overkill. I think all that needs to happen is: Draw the water. Draw transluc... read more 08/12/2005 (3:57 pm)
Memory leak in constructTSShape Looks like a leak case to me, thanks Tony, it's been fixed in our internal repo - it'll go out in a ... read more 08/11/2005 (4:49 pm)
Screen Flickering/Jumping in Mission Editor OK, I think I have a fix checked in with the latest update.... read more 08/11/2005 (4:41 pm)
Crash bug with setting screen resolution and bit depth There's an options screen? ;) Been a while since I've checked that, it's probably been broken by up... read more 08/11/2005 (4:36 pm)
Totally confusin transparency behavior Yes, transparency is messed up ;) It's on the list for fixing in MS3. It's mostly water that's a p... read more 08/11/2005 (4:28 pm)
Big Update @James - yeah I saw that too, I'll have to see how to clear that in script.... read more 08/11/2005 (4:22 pm)
BraveTree Tank Pack for TSE Are you using Atlas terrain or the normal TerrainBlock Kipp? The tank physics may be looking for da... read more 08/11/2005 (4:20 pm)
Any chance on us being able to get a milestone 2 demo soon? @Jonathan - don't waste your money on the very latest cards. From the benchmarking, the 7800 is [i]... read more 08/11/2005 (4:12 pm)
Cvs commit notifications? Yep, that's a good idea Kenneth. It's essentially what I do at home with Perforce. Merge with Beyo... read more 08/11/2005 (4:07 pm)
BraveTree Tank Pack for TSE Probably not related to dgl. Are they falling through Atlas terrain? Sounds like there are collisi... read more 08/09/2005 (5:28 pm)
Any chance on us being able to get a milestone 2 demo soon? You can always develop for/with shader model 1.1 - with a geforce3 -> geforce fx cards. The real fu... read more 08/09/2005 (5:26 pm)
Math inline comparison bug in TSE Periodically TSE merges changes from TGE. We'll do one for MS3, probably to 1.4. I'll try and get ... read more 08/07/2005 (7:40 pm)
What TSE has Yes, using pixel shaders is the most robust, consistent and efficient way to accomplish cel shading.... read more 08/05/2005 (4:53 pm)
Screen Flickering/Jumping in Mission Editor OK, I can repro now. I'm on it.... read more 08/04/2005 (4:49 pm)
Big Update [quote] addMaterialMapping() calls are no longer needed. You can map Materials to textures from wit... read more 08/04/2005 (4:45 pm)
Rendering to texture problem, part 2 You can render directly to a texture if you want. Why go to all the trouble of breaking it up thoug... read more 08/04/2005 (4:40 pm)
Screen Flickering/Jumping in Mission Editor Thanks for the info, I have heard of this, but haven't been able to repro. Are you all running ... read more 08/03/2005 (12:28 pm)
Big Update The new example/main.cs essentially does that already: [code] // DO NOT Run the Torque Creator m... read more 08/03/2005 (12:23 pm)
Interesting Xbox 2/PC Convergence... Sweet! Congrats to Pom Pom, Mutant Storm is good stuff.... read more 08/03/2005 (12:13 pm)
Big Update @Kipp - Do you have any problems with a clean download of the CVS head? It looks like the problems ... read more 08/01/2005 (6:15 pm)
Glow buffer and z order Argghh, I wrote nice post showing how this could be done and then realized that there is no blendOp ... read more 08/01/2005 (6:12 pm)
Stencil shadows vs. Shadowmapping The shadows in MS4 will almost certainly be using shadowmapping, not stencils.... read more 08/01/2005 (5:32 pm)
Fullscreen IR and nightvision effects... Pretty cool! Nice work.... read more 07/31/2005 (10:50 am)
Glow buffer and z order Stefan is correct, you should just be able to put the non-glowing bit on stage 0, and the glowing bi... read more 07/31/2005 (10:46 am)
Cannot view water datablock Looks like you didn't pull down the new terrain_water_demo/data/water directory. Did you remember t... read more 07/26/2005 (12:54 pm)
New update I forgot some files in the update, try getting latest head.... read more 07/25/2005 (3:34 pm)
Big Update Gahh, I somehow forgot to check in the creator directory. There is also a new client/init.cs with pr... read more 07/25/2005 (1:07 pm)
Big Update This info will be posted to TDN, so you'll be able to see it and modify it when that goes live. Hop... read more 07/20/2005 (6:01 pm)
Normal Maps with Mirrored UVs Support? Yes, I'd like to get that working. Hopefully sometime this milestone, no promises though.... read more 07/20/2005 (10:35 am)
Item::setTransform not fully working Yes, that is right, but it's redundant assuming the RotationMask is working properly in Item. If yo... read more 07/20/2005 (10:28 am)
Metrics in TSE? I don't believe it's been ported. I highly recommend using nVIDIA's nvPerfHUD if you have an nVIDIA... read more 07/19/2005 (5:21 pm)
More realistic waters edge I did? I thought I said you guys should do this sort of stuff ;) It's like Ben said, we've got a b... read more 07/19/2005 (5:17 pm)
Item::setTransform not fully working OK, I put it in the bug log.... read more 07/13/2005 (4:43 pm)
Gui Editor not yet functional - correct? Can you describe the flashing?... read more 07/13/2005 (4:39 pm)
What is Nintendo's "Revolutionary" weapon? I think Nintendo is shooting themselves in the foot a bit with all the secrecy. Whatever the new con... read more 07/13/2005 (4:02 pm)
Possible fallback bug Oh, right, here's the problem, when it falls back to DTSBump14, it ignores the texture[0] (and all o... read more 07/13/2005 (3:25 pm)