Game Development Community

TSE "Milestone 3.5" Update

by Ben Garney · in Torque Game Engine Advanced · 06/30/2006 (11:06 am) · 246 replies

Hi guys,

We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.

Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)

Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.

This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!

Regards,
Ben Garney
Torque Technologies Director
Page«First 7 8 9 10 11 12 13 Next»
#241
07/25/2006 (4:12 pm)
Likewise on the tires. They do, however, function properly.
#242
07/27/2006 (5:35 pm)
I have a clean build as of today

When i force the water demo to pixel shader 1.1 i get black terrain and no reflections in the water except the sky.

It works fine with ps 2.0.

I have a GeForce FX 5900
#243
07/28/2006 (5:18 am)
Someone forgot to update the wheel rendering to make it work with the new batching system. It is a fairly straightforward change, I'll post it when I get to work. It involves adding a preBatchRender function to wheeled vehicles and doing the same thing the shapeBase does for rendering mounted objects/images.
#244
07/28/2006 (12:24 pm)
Hi, Ive got a probem with my Atlas terrain with this 3.5 update. My terrain was working fine before 3.5, but I now get this:


http://img.villagephotos.com/p/2006-3/1162529/TSE_DEBUG2006-07-2820-13-17-92.JPG


I tried making a new Atlas terrain from scratch, but I got the same problem. Im pretty sure its not my terrain thats at fault, since it works with TSE 3.0. (But I guess it could be, because I have noticed similiar problems with my Atlas terrain before)


JS

Edit:
I'm running Win XP Pro with an Nvidia Geforce 5950 ultra 256MB with latest (91.33) drivers.
#245
07/28/2006 (4:02 pm)
If you're using your old CHU and TQT files with the MS 3.5 code then you need to update the AtlasMaterial with new shader file locations. Instructions here: www.garagegames.com/mg/forums/result.thread.php?qt=48052

Incidentally in the future you should:
A) Do a search before you post
B) Post problems in the Bugs section
#246
07/28/2006 (6:57 pm)
Thanks, I tried that fix,but it didnt seem to fix my error. If I use the new shaders, I get invisible terrain, as I believe a few people mentioned already, and If I use the old shaders I get the distortion that I mentioned.
Should I open a new topic to discuss this? I just thought that since its MS3.5 related, it would go here.
JS
Page«First 7 8 9 10 11 12 13 Next»