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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)