Brian Ramage's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Problem with vertex buffer | There were some problems with MS4_1, you might want to revert to MS4, it's what's currently linked t... read more | 01/08/2007 (7:08 pm) |
| Console command for Poly Count | Nope. Use PIX if you have an ATI video card or nvPerfHud if you have an nVIDIA card. Be aware that... read more | 01/08/2007 (7:03 pm) |
| Second Life Client Open Sourced | Yeah, that is pretty interesting. I can't help but wonder how long it will take for someone to seri... read more | 01/08/2007 (6:43 pm) |
| TSE Transparent textures on Interiors | That texture looks alright. The fence is the wall on the right in the picture?... read more | 01/05/2007 (2:39 pm) |
| Crashfix for TelnetDebugger | Thanks Tom. Will go into revision after the next (coming soon).... read more | 01/04/2007 (4:16 pm) |
| TSStatic translucency bug | Heh, np ;)... read more | 01/04/2007 (4:13 pm) |
| TSE Transparent textures on Interiors | Make sure your alpha channel isn't set such that the fence is fully transparent.... read more | 01/04/2007 (4:03 pm) |
| Translucency. | I knew it! ;) I believe that the console output does complain when there are conflicting Materials,... read more | 01/04/2007 (3:55 pm) |
| TSE Version (Milestone 4) | That is the latest public release.... read more | 01/04/2007 (3:46 pm) |
| Tree leaf translucency problems | Alex - a) please post this kind of thing on the correct forums (private). b) send me the tree, I wa... read more | 12/14/2006 (6:29 pm) |
| Ms4.1 Reverted To Ms4 | @Manoel - cool man, send it over when you're ready. We're going to push next release for a little... read more | 12/14/2006 (6:07 pm) |
| Ms4.1 Reverted To Ms4 | 4.2 will be out in a few days, prob next week. Again, it's mostly bug fixes. @Manoel - Yeah the ... read more | 12/06/2006 (5:08 pm) |
| Save Feature Broken In Game Editor | OK, you guys are right, sorry about that. I'm pulling the current release.... read more | 12/05/2006 (12:41 pm) |
| Vertex Texture Fetching? | I've never tried this. Are you sure there isn't a special texture sample instruction for the vertex... read more | 11/30/2006 (4:47 pm) |
| RenderTranslucentMgr always renders backfaces | Got it, thanks again Tom.... read more | 11/30/2006 (4:41 pm) |
| MatInstance::setupPass() bug restoring cull mode | Oh wow, that's pretty bad, thanks Tom ;)... read more | 11/30/2006 (4:28 pm) |
| Howto get TGEA-debug working with VS2005 | Go into VC Menu, go to Project/Torque Shader Engine Properties. A properties dialog will open up. ... read more | 11/30/2006 (4:19 pm) |
| Save Feature Broken In Game Editor | I don't think it's broken. Your mission file is probably just set to read-only.... read more | 11/30/2006 (3:50 pm) |
| Pixel shader problem | That should be working, but hasn't been tested in a while. I'll check on it.... read more | 11/15/2006 (2:04 pm) |
| Gears of War on TSE? | Ya, you won't see full Doom 3 lighting on everything for a while because it's extremely expensive in... read more | 11/15/2006 (1:56 pm) |
| TGEA_MS4Demo.exe which version of MS4 ? | Yeah, it was customized / hacked to suit the demo. Not meant for development on.... read more | 11/15/2006 (1:09 pm) |
| Failed to initialize DirectX . . . | Hmm, it could be some checks in TSE are going a little haywire with that Intel GPU. You should trac... read more | 11/09/2006 (5:55 pm) |
| Water issue | Let me know if you can replicate..... read more | 11/09/2006 (5:48 pm) |
| New build going up this week | OK, should be up now.... read more | 11/09/2006 (5:20 pm) |
| Glow and fxRenderObject? | Glow and translucency do not play well together.. pick one.... read more | 11/06/2006 (5:47 pm) |
| Gears of War on TSE? | I would say you would definitely have to tune TGEA to this type of game, like Phil said. I would gu... read more | 11/06/2006 (5:43 pm) |
| Texture color problem in TSE | It could be that it was emissive in TGE, so you can try that parameter. You also didn't apply a ble... read more | 11/06/2006 (5:33 pm) |
| TSE Repository down? | Nope, that server is gone.... read more | 11/06/2006 (5:23 pm) |
| TGEA shaders | It's all in HLSL, get a book on that, or read the DirectX SDK docs and the included shaders to get a... read more | 11/06/2006 (5:08 pm) |
| Multiple texture layers (interior specific?) | Send me your data and I'll take a look at it.... read more | 10/31/2006 (5:22 pm) |
| Howto get TGEA-debug working with VS2005 | .. just checked the vc2005 project settings - those are the defaults that should already be set.... read more | 10/31/2006 (5:20 pm) |
| TSE Repository down? | Ya, the CVS repo is permanently down from when we had to do some recent server switches. Download i... read more | 10/31/2006 (5:16 pm) |
| Multiple texture layers (interior specific?) | Umm, your Material definition doesn't specify a baseTex[0]. Also, are you glowing a later pass?... read more | 10/30/2006 (2:58 pm) |
| Invisible Materials | OK, found it, fixed it, thanks again Scott.... read more | 10/26/2006 (3:29 pm) |
| Render to texture example? | Also check out gfx/glowBuffer.*... read more | 10/26/2006 (12:49 pm) |
| Multiple texture layers (interior specific?) | It could have been broken with lighting changes. Trace into the matInst and see what it's doing - i... read more | 10/25/2006 (5:25 pm) |
| TextEditCtrl funkyness | Yeah, I think there's some brokeness there. I'm going to be mergine in 1.5 soon, so that should get... read more | 10/25/2006 (5:23 pm) |
| Translucency. | From that video, it looks like the impacts are rendering incorrectly when the trees come into view. ... read more | 10/25/2006 (5:18 pm) |
| Invisible Materials | This sounds like a bug. Scott, if you could email me the gun, textures, and material file you are u... read more | 10/25/2006 (5:13 pm) |
| Translucency. | @ Chris - just because it's not a problem with the stock demo scripts doesn't mean that it's not a p... read more | 10/23/2006 (6:01 pm) |
| Transparent Materials on DIFs Using translucent = true | @ SRO - I'm writing some docs on Materials and mapping them properly which I think will help explain... read more | 10/23/2006 (3:42 pm) |
| Translucency. | I recently added support for mapping Materials to .ifl animations. So now you can have solid .ifls ... read more | 10/23/2006 (3:37 pm) |
| Invisible Materials | There could be a number of problems here. I'm guessing that some Materials are overwriting others, ... read more | 10/23/2006 (3:34 pm) |
| PlanarReflection broken. | Check out this thread: http://www.garagegames.com/mg/forums/result.thread.php?qt=29617... read more | 10/23/2006 (3:22 pm) |
| PlanarReflection broken. | Yes, it should be able to be controlled with the alpha channel of the floor I think. Based on anoth... read more | 10/23/2006 (12:57 pm) |
| Release dates in documentation up to date? | Yeah, that's all way out of date. Just grab head.... read more | 10/23/2006 (12:52 pm) |
| Water issue | Might be missing a cubemap definition.... read more | 10/23/2006 (12:50 pm) |
| What happened to GFXDevice::startActiveRenderSurface ? | Push and popActiveRenderSurfaces will push and pop current render targets onto a stack. setActiveRe... read more | 10/23/2006 (12:24 pm) |