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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)