Brian Ramage's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Screen "shakes" in network play | OK, well it could be a physics oscillation problem with the car's suspension. There's another probl... read more | 04/14/2005 (3:29 pm) |
| Dds And Dts | If you specify a .dds suffix on your texture filename in a Material defintion, it will treat it spec... read more | 04/13/2005 (4:41 pm) |
| Screen "shakes" in network play | This sounds related to a network bug I've been tracking down with Tim for a while. Try commenti... read more | 04/13/2005 (4:23 pm) |
| Ugly lighting | The problem with the interiors is probably that the TBN matrix is probably off by 90 degrees somewhe... read more | 04/12/2005 (2:59 pm) |
| New water | Soon. ;)... read more | 04/12/2005 (2:31 pm) |
| Player skins and materials | Oh, OK, I think I see what you mean. I'll put it on the bug list.... read more | 04/12/2005 (2:28 pm) |
| Screen "shakes" in network play | Try turning the DEBUG_NET define on in sim/netConnection.h. Compile it, and check for errors in the... read more | 04/12/2005 (2:24 pm) |
| Ugly lighting | This is possibly caused by the (horrible) fillTextureSpaceInfo() function in tsMesh.cpp. It recalcu... read more | 04/11/2005 (6:45 pm) |
| New water | Whoops, the default grid size is 100 and the default scale of, well, anything is 1.0, so that's prob... read more | 04/11/2005 (4:09 pm) |
| Player skins and materials | I wasn't aware there is a problem with skins and players. The Orc works OK, have you looked at that... read more | 04/11/2005 (3:54 pm) |
| Multiple UVs on a single DTS | Some (most?) MMO's blend the clothing textures together such that the players each have their own un... read more | 04/11/2005 (1:25 pm) |
| New water | Due to time constraints on getting the water done, I chose a brute force grid approach towards the w... read more | 04/08/2005 (1:06 pm) |
| Bug in GFXDevice::drawWireCube() | That fix is already checked in Tom. It might have gone up with the water changes. Thanks anyway tho... read more | 04/07/2005 (2:52 pm) |
| Terrible performance rendering terrain horizon | Holy crap, 43% of your time in the DIP? Looks like your video card is unhappy with the data. Try t... read more | 04/04/2005 (5:50 pm) |
| Porting from TGE to TSE | We'll have to see how 1.4 shakes out. Still in beta.... read more | 04/03/2005 (4:15 pm) |
| Parallax Shader | Wow Tim, you're getting ME exciting about the resource ;) I'm setting up a testbed right now to brin... read more | 03/31/2005 (3:10 pm) |
| Creating normal maps from photographs | Photoshop is definitely the best texture tool out there. There are others though that aren't so exp... read more | 03/31/2005 (2:53 pm) |
| Porting from TGE to TSE | Yes. At the moment we are actually trying to keep TGE and TSE as synched as possible for non-gfx re... read more | 03/31/2005 (2:50 pm) |
| TSE_DEBUG.exe 3 errors | If you are using VC6, I believe the last supported DirectX release was the December one. I'm still ... read more | 03/29/2005 (4:41 pm) |
| CustomMaterial parameter mapping reference to shader? | I'm working on a resource that will explain how to bring stuff in from Render Monkey. I'll be sure ... read more | 03/28/2005 (5:54 pm) |
| Totally confusin transparency behavior | I don't think double sided faces work in TSE, I'll have to check on that. I think that's what your ... read more | 03/28/2005 (5:52 pm) |
| Animated UV coords | If you want to have it slide endlessly, you can do this easily and pretty efficiently in TSE through... read more | 03/21/2005 (11:31 am) |
| Graphic card recommendations? | I'd recommend staying away from low end cards. That $79 6200 is probably not going to be very good.... read more | 03/14/2005 (5:33 pm) |
| .zip download | Yeah, we're planning on having an installer for the 1.0 version. Someday, I would very much like to... read more | 03/14/2005 (5:20 pm) |
| Multipkle UV's | It's fine that you are asking about this in the appropriate forum. But it's not like you weren't be... read more | 03/09/2005 (3:42 pm) |
| Expanded TSE procedural shader set? | There will be continued expansion of the procedural shader generation features. I'd like to add par... read more | 03/09/2005 (12:34 pm) |
| Multipkle UV's | I was just a little disappointed in Adrian because I took the time out to answer his question in ema... read more | 03/09/2005 (12:09 pm) |
| Multipkle UV's | Adrian, I already personally emailed you the answer to this question. If you like, I will re-send ... read more | 03/07/2005 (5:29 pm) |
| Torque and TSE | Hmm, Torque Pro, or Torque 2, might indeed be better than TSE. Especially since the term "shaders" ... read more | 03/07/2005 (5:20 pm) |
| TSE Was not checked in properly? | OK, I've put a check in for power-of-2 textures. This should hopefully fix the problem for most of ... read more | 03/02/2005 (12:05 pm) |
| Specular Suggestion | That's not a bad idea Jacob. I've got on my list a way for setting up which alpha channels to use f... read more | 03/02/2005 (11:44 am) |
| TSE Was not checked in properly? | Yes, we did change that code recently, so that's likely the culprit. Wow, I can't believe that FX... read more | 02/26/2005 (6:10 pm) |
| TSE Was not checked in properly? | For those of you with problems, are you running the latest DXSDK update, or an older one? Just curi... read more | 02/25/2005 (5:50 pm) |
| TSE & Textures | Not sure how far back 2048x2048 texture support goes. I guess you could mip it down on older cards ... read more | 02/25/2005 (5:33 pm) |
| Compiling TSE with Visual C++ 6.0 Professional | DX is going to get more fun soon, with the latest update they moved D3DX to a .dll (all kinds of pro... read more | 02/23/2005 (12:50 pm) |
| Compiling TSE with Visual C++ 6.0 Professional | @Anthony - yeah you need the October update with the extras. You get the extras here: [url]http://w... read more | 02/23/2005 (12:46 pm) |
| Material/shader switch during runtime? | You can add a script variable to CustomMaterial or derive a new class off CustomMaterial and do it t... read more | 02/23/2005 (12:40 pm) |
| Compiling TSE with Visual C++ 6.0 Professional | Are you guys completely uninstalling the 9b SDK before installing 9c? Are you sure your includes pa... read more | 02/23/2005 (12:33 pm) |
| Material/shader switch during runtime? | I would do that with a custom shader - pass the glow time into the shader itself.... read more | 02/21/2005 (1:00 pm) |
| Optimizing the particle system | Yeah, that's already on my list, gotta have shader driven particles!... read more | 02/15/2005 (11:53 am) |
| Milestone 2 question (Vehicles) | The vehicles have just been ported from TGE. Any improvements in the future to vehicles will likely... read more | 02/15/2005 (11:48 am) |
| Clarification on TSE fallbacks | The fallback method right now is in place only for shaders. It will automatically fallback from 3.0... read more | 02/15/2005 (11:44 am) |
| Bullets don't appear until they are a few metres away | It is occuring because the projectiles get created by the server and don't appear until the server t... read more | 02/15/2005 (11:25 am) |
| UbiSoft Is Hiring! | He's recuiting. Hey Dan, you'll get even more responses if Ubi picks up some TSE licenses ;)... read more | 02/15/2005 (11:18 am) |
| Directx 9.0 SDK FEB 2005 Release | Yeah, I'm not crazy about the D3DX .dll. At least the shader compilers don't have so many bugs to w... read more | 02/15/2005 (10:56 am) |
| Optimizing the particle system | Hey Guilherme, I've taken a good look at this and you're right, it's not accessing the vertex buffer... read more | 02/10/2005 (2:53 pm) |
| Compiling TSE with Visual C++ 6.0 Professional | You need to set your working dir in the Debugger to be the example dir.... read more | 02/09/2005 (4:44 pm) |
| Question... | How many hits have you got off that thread? Curious.... read more | 02/07/2005 (4:34 pm) |
| TSE's map2dif crash | Ah, OK, found the problem, didn't test one of Tom's patches when I applied it. Should be all good n... read more | 02/03/2005 (11:49 am) |
| TSE's map2dif crash | Jacob - can you email me a .map that's crashing for you? That could help a lot, might just be some ... read more | 02/01/2005 (12:31 pm) |