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) |