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Brian Ramage's Forum Posts

Thread Post Date Posted
Shadow maps in TSE Looks like it still has problems if the light is close to objects. Tom was saying the solution is t... read more 02/01/2005 (12:26 pm)
TSE's map2dif crash Can you guys give some more info on the crash you are getting? Jacob - the problem you are seeing... read more 01/28/2005 (5:23 pm)
Texture Sizes Kevin was talking about file size. Jpeg will generally compress better on disk than a .dds with DXT ... read more 01/28/2005 (5:19 pm)
BSP support I think the plan right now is to not use a BSP except maybe for collision on interiors. It's faster... read more 01/27/2005 (4:24 pm)
Texture Sizes Try making them jpegs instead of a lossless image file like .png. At some point here we'll have .dd... read more 01/27/2005 (4:21 pm)
UT style Static Meshes Ryan - yes, sometime after the 1.0 release.... read more 01/27/2005 (4:19 pm)
Dts lighting You used what? UU?... read more 01/26/2005 (4:06 pm)
Dojo demo beta OK, that assert has been removed from head. Like Tim said, thanks again for giving us some good ... read more 01/26/2005 (3:50 pm)
Fix for zfighting on non-mapped interior materials Supporting fixed function is still a possibility. At least it would be nice if it were arranged suc... read more 01/25/2005 (2:16 pm)
Ugly lighting #$@# yeah it should be a resource if it works! Thanks Jameson. Can we get some confirmations here?... read more 01/25/2005 (1:32 pm)
Interiors and portals and ambient light madness Thanks Kevin.... read more 01/25/2005 (1:29 pm)
Base Game I think he is. You are getting that error Ronan, because the .dif files are not compatible between ... read more 01/25/2005 (1:28 pm)
Dts lighting Are you using Blender? ;)... read more 01/25/2005 (1:24 pm)
Dynamic shadows in TSE Yeah, these closed mesh problems are another reason that shadow mapping is quickly becoming the more... read more 01/25/2005 (1:23 pm)
Documentation @Ivano - Yes, the Torque and certainly some of the newer features of TSE aren't 100% documented. We... read more 01/25/2005 (1:17 pm)
Is TSE only supporting 1.4 shaders and above? Yeah, the Radeon 9500+ cards are ps 2.0. I've been using a 9700 for a long time now and it's been g... read more 01/25/2005 (1:08 pm)
Dojo demo beta It is an assert that was not supposed to be checked into the SDK. You can remove it safely from you... read more 01/25/2005 (1:04 pm)
Compiler Optimization Of MechAssault 2 Yeah, nice blog he's got there. Interesting how he optimized for size on some modules.... read more 01/25/2005 (12:46 pm)
Game for all registered users. I like to lick electrical sockets.... read more 01/20/2005 (3:55 pm)
Fix for translucent materials on interiors I'll add it Tom. It's a process right now, so you might not see the update for a while..... read more 01/20/2005 (3:47 pm)
Question about fragment shaders and TSE... @Ted - yeah the skinning code is still software driven, so I think what you are looking for would be... read more 01/20/2005 (3:38 pm)
Dojo demo beta Geforce 3 and 4 do not have 1.4 pixel shaders. The FX series onward does. As does the Radeon 8500+... read more 01/20/2005 (3:29 pm)
Fix for translucent materials on interiors OK, this patch is now also checked in.... read more 01/18/2005 (6:43 pm)
Dojo demo beta Thanks for the feedback guys! I did see the cursor sticking problem once, but when I ran it aga... read more 01/18/2005 (6:28 pm)
Simple toon shader Cool Kevin! If more people are interested in posting this kind of thing, it might be a good idea to... read more 01/17/2005 (1:26 pm)
Shader dev workfow question I think having the user poll for new updates would be much better than the engine constantly checked... read more 01/17/2005 (1:24 pm)
Radeon 9800 SE and compile pixel shader error Can you guys having problems with this download the Dojo Demo and see if you are getting the same pr... read more 01/17/2005 (1:21 pm)
Ugly lighting As several people have already posted, there are issues with exporting the normals with Blender. Th... read more 01/17/2005 (1:17 pm)
Is TSE only supporting 1.4 shaders and above? A Radeon 9500 or above actually would be much better than the Geforce FX series. (sorry nVIDIA - we... read more 01/17/2005 (1:09 pm)
Question about fragment shaders and TSE... 1) Not sure exactly what you're talking about, the characters are instanced on a low level, but the ... read more 01/17/2005 (1:05 pm)
Any news on TSE and Milestone 2? Sometime before GDC.... read more 01/17/2005 (1:01 pm)
Display Errors? on NVIDIA GeForce FX 5500 Just a wild guess, but are you guys running with a 16 bit screen depth or with texture compression o... read more 01/17/2005 (12:46 pm)
Question on Newsletter Tip The glow is always additive. It's much stronger in the first material probably because your base te... read more 01/13/2005 (6:57 pm)
Real stoopid question (shadrConsts) Yes, err or it might be VC_LIGHT_DIR1 - that's what the procedural shaders are using.... read more 01/13/2005 (6:52 pm)
Any news on TSE and Milestone 2? We're banging on it pretty hard. It's coming along really well, Ben and I are pretty excited about ... read more 01/13/2005 (6:49 pm)
Is TSE only supporting 1.4 shaders and above? This is my screw up. I modified gfxD3DDevice.cpp to complain if you have a card less than 1.4 pixel... read more 01/13/2005 (6:41 pm)
Real stoopid question (shadrConsts) Nope, that's placeholder. Might get used, might not.... read more 01/12/2005 (7:36 pm)
Teams and Ranks Wolfenstein: Enemy Territory has a good system where players can call a vote to re-shuffle the teams... read more 01/11/2005 (5:33 pm)
GlowBuffer and Blur shader rocks! The way to do it with less flickering is to run the blur filter through more iterations. Ie. call G... read more 01/11/2005 (5:26 pm)
Fix for translucent materials on interiors Tom's translucent patch for interiors has been checked in. Thanks Tom.... read more 01/10/2005 (2:25 pm)
Game for all registered users. I live in a giant bucket.... read more 01/10/2005 (11:44 am)
Fix for translucent materials on interiors Yeah, I remember listening to that, chuckling at the novelty of it. Definitely an interesting appro... read more 01/07/2005 (3:50 pm)
Fix for translucent materials on interiors Wait a minute, for this special case - a grating where you have z-write and alpha test on, the part... read more 01/07/2005 (11:52 am)
$backbuffer mask Hmm, that shouldn't be a Material related issue. What type of reflection are you using, dynammic cu... read more 01/07/2005 (11:38 am)
Fix for translucent materials on interiors I'll try and hit this tomorrow. Making seperate RenderImages is probably the way to go with this ... read more 01/05/2005 (5:32 pm)
NoRenderBans bug OK, checked in. I win, I guess ;)... read more 01/05/2005 (5:28 pm)
Glass shaders Glass is a good candidate for custom shaders. I think what's happening here is that the cubemap c... read more 01/05/2005 (4:55 pm)
Gfxcolorwriteenable_x Flags Wrong Ya, the fixes save us a lot of time. This one is now checked in.... read more 01/05/2005 (4:21 pm)
Radeon 9800 SE and compile pixel shader error Arggh, that's really annoying it doesn't compile for you. Like Ben said, you want to compile to the... read more 01/05/2005 (3:56 pm)
Light_brush and ambient color bugs It depends on how the lighting shakes out for dynamic objects (like the players). If we end up expo... read more 01/05/2005 (3:49 pm)