Kyle Carter's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Invalid File Handle - Inspector | Thanks for the post and followups, Jeremiah... and I'm glad this doesn't seem to be affecting trunk.... read more | 08/13/2006 (8:48 pm) |
| Red/Blue Channel swap in texture | I do have this issue fixed insofar as it affects terrain. I am unaware of lighting related issues bu... read more | 08/13/2006 (8:42 pm) |
| Atlas Blender Question - Let Your Voice Be Heard | Gotcha - one more twist in this discussion is I just did some benchmarks on yet another approach for... read more | 08/12/2006 (4:30 pm) |
| Atlas Blender Question - Let Your Voice Be Heard | Hey guys, I'll try to answer questions from top to bottom; if I miss something, just bring it up ... read more | 08/12/2006 (2:31 pm) |
| MS 3.5 and Cubemaps | @jeremiah: Hmm... well it looks like you're drawing an empty but valid cubemap, ie, whatever was in ... read more | 08/12/2006 (2:22 pm) |
| Ben/Brian: Any work on vehicles? | The issue is partially that in some situations the vehicles will try to grab LARGE amounts of collis... read more | 08/12/2006 (2:20 pm) |
| Scaling up Atlas - Questions | Hey guys, I think I've helped y'all out more recently in other threads, but I wanted to give a he... read more | 08/12/2006 (1:39 am) |
| Ben/Brian: Any sneak peak on MS 4 for us? :-) | You could try the TLK demo. [url]http://www.garagegames.com/products/36[/url] - hit the red demo lin... read more | 08/12/2006 (1:35 am) |
| MS 3.5 and Cubemaps | Based on your edit, sounds like maybe your change to material loading has broken it? Does it work... read more | 08/12/2006 (1:34 am) |
| Does TSE support motion blurs? | Take glow buffer class, clone it, modify it to apply a simple radial blur instead of a straight gaus... read more | 08/12/2006 (1:31 am) |
| Ben/Brian: Any work on vehicles? | TSE is about rendering, not game tech. If/when fixes happen it'll be as part of TGE dev, which is fo... read more | 08/12/2006 (1:30 am) |
| Is the profiler dead in MS3? | We'd love to sit down and work on docs, but I think there's a significant contingent that really, re... read more | 08/12/2006 (1:28 am) |
| Are there any known problems with large amounts of particles? | Sure - we set it to an arbitrary value that seemed to work for all the situations we tried it in. If... read more | 08/12/2006 (1:24 am) |
| DDS versus PNG performance | The loading code isn't as elegant as it could be in context of Torque's architecture, but it's prett... read more | 08/12/2006 (1:21 am) |
| No decals in tse MS 3.0 | I can state authoritatively that there are a finite number of days left until the release of MS4. ... read more | 08/12/2006 (1:17 am) |
| Terrain Textures/LOD Issues | 1) Interesting - can you send me a screenshot (or post one here) of that issue, if you can catch it?... read more | 08/11/2006 (3:47 pm) |
| Terrain Textures/LOD Issues | Actually, it's just a printf format string - so you can force all kinds of interesting formatting op... read more | 08/11/2006 (3:18 pm) |
| Terrain Textures/LOD Issues | (And with new atlas code that's under testing you can get away with a geometry depth at least 3 less... read more | 08/10/2006 (5:01 pm) |
| Terrain Textures/LOD Issues | Heh. Cool, glad it works! :) You want tree depth to match the tree depth that import Tiles report... read more | 08/10/2006 (5:00 pm) |
| TGE uncompatible with SDL 1.2.10 | The windows side works fine - so all that the Linux port needs is someone to step up to the plate, r... read more | 08/10/2006 (3:24 pm) |
| Terrain Textures/LOD Issues | Yes, I did testing & documentation on all the texture paths. One issue was that UV coords were getti... read more | 08/10/2006 (1:33 pm) |
| Terrain rendering bug on large view distances | Have you tried making sure (or forcing) trilinear filtering on? That may resolve the artifact in the... read more | 08/10/2006 (1:14 pm) |
| Terrain Textures/LOD Issues | The current code I am in testing on right now will load a mosaic from L3DT without any touchup/fixup... read more | 08/10/2006 (12:07 pm) |
| Terrain Textures/LOD Issues | Hey Ryan, Yup - it's log2 of the tile size. I believe the tool spits out depth when it runs, chec... read more | 08/10/2006 (12:03 pm) |
| Terrain Textures/LOD Issues | Hey Ryan, They need to be 0-based in this situation. You could pretty easily modify the function ... read more | 08/10/2006 (11:06 am) |
| Terrain Textures/LOD Issues | [code] ConsoleFunction(atlasGenerateTextureTOCFromTiles, void, 5, 5, "(leafCount, tileMask, outFile... read more | 08/09/2006 (6:11 pm) |
| Terrain Textures/LOD Issues | If the texture data is already in tiles, why not just load those with the tile import command?... read more | 08/09/2006 (4:10 pm) |
| Terrain Textures/LOD Issues | Hey guys, Cool goals! I think at least visually they're within reach of modern hardware. (I wo... read more | 08/09/2006 (2:30 pm) |
| Terrain Textures/LOD Issues | BTW - what are your resolutions in terms of heightfield/texture size? Insofar as Atlas is concerned ... read more | 08/08/2006 (11:10 pm) |
| Terrain Textures/LOD Issues | Well, as far as texture import goes, you just have to have a big enough jpeg or tile set. No magic t... read more | 08/08/2006 (5:10 pm) |
| Terrain Holes/Set Empty | You can't cut a hole smaller than the density of the terrain grid. In general the best solution is t... read more | 08/08/2006 (5:05 pm) |
| Terrain Textures/LOD Issues | Hey, First off - multiple atlas tiles from different source files is a VERY bad idea in the curre... read more | 08/08/2006 (5:03 pm) |
| Animation Transition not working. | Thanks for the write-up, Ron! To clarify - I don't think what you're seeing is the sequence "rewi... read more | 07/30/2006 (4:27 pm) |
| TransitionToSequence not working correctly. | Well, Ron seems to have the call working, transitioning succesfully between two threads, with the on... read more | 07/24/2006 (2:25 pm) |
| TransitionToSequence not working correctly. | Did you notice this thread? [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=23957[/ur... read more | 07/24/2006 (12:47 pm) |
| Cannot stream Atlas instances from .zip's | Well the barriers to supporting it are primarily making sure the Torque zip IO implementation is thr... read more | 07/22/2006 (2:25 pm) |
| Animation Transition not working. | I'd guess it's either milliseconds, or expressed in the transitioned-to-thread's T. Would be curi... read more | 07/21/2006 (11:50 pm) |
| Sim::findObject("Terrain") returns null | Looks good. Don't forget to update the usage string - you're accepting a Point2[b]F[/b] not a Point2... read more | 07/20/2006 (2:00 pm) |
| TextureManagers' small textures; what's up with those? | You said: [quote] What happens if in the same view I have two instances of the same object (or e... read more | 07/17/2006 (4:20 pm) |
| Large worlds? | So far exactly one guy in the community has done it that we know of, despite lots and lots and lots ... read more | 07/17/2006 (1:55 pm) |
| Large worlds? | In the licensing sense, the indie and commercial Torque licenses are there so if you want to do cert... read more | 07/17/2006 (1:39 pm) |
| Sim::findObject("Terrain") returns null | Sure there is - in C++ you do either gClientContainer->castRay or gServerContainer->castRay, in scri... read more | 07/17/2006 (11:30 am) |
| TextureManagers' small textures; what's up with those? | Better once than never. ;)... read more | 07/17/2006 (10:49 am) |
| TextureManagers' small textures; what's up with those? | It's not going to thrash because they're stored in seperate texture objects. So you have some overhe... read more | 07/17/2006 (10:32 am) |
| How to Access GuiTSCtrl::project... |
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07/17/2006 (10:30 am) |
| Sim::findObject("Terrain") returns null | Atlas does not assume a heightfield. Just do a raycast from a very high Z to a very low Z at the pos... read more | 07/17/2006 (10:27 am) |
| Large worlds? | The TGE terrain is a 256x256 heightfield (and slightly larger lightmap) tiled infinitely, with blend... read more | 07/15/2006 (7:23 pm) |
| Atlas2 Problems | Mark - yup, you got it. And of course, the fact that there's an implicit flip in texture loads with ... read more | 07/15/2006 (5:04 pm) |
| Atlas2 Problems | Ah hah. Do the import call from main.cs BEFORE anything else. See if that works properly. I th... read more | 07/15/2006 (12:14 pm) |
| Atlas2 Problems | Hmm.... What happens if you put a return; at the start of AtlasTexChunk::process()? (Which is where ... read more | 07/15/2006 (11:01 am) |