Game Development Community

Pat Wilson's Forum Posts

Thread Post Date Posted
How to code my shaders for Advanced Lighting Edward, the code block that I pasted above was what I am referring to. It is found in scripts, not i... read more 02/03/2010 (1:28 am)
How to code my shaders for Advanced Lighting It's CustomMaterial. It's a direct interface with HLSL/GLSL code + the Torque texture hooks. L... read more 02/01/2010 (12:29 pm)
How to code my shaders for Advanced Lighting Are you sure your code doesn't use CustomMaterial? How are you feeding shader code to DirectX? That ... read more 01/31/2010 (10:02 pm)
How to code my shaders for Advanced Lighting For your case, what you want is something like this, for the render pass of your objects: [code] ... read more 01/31/2010 (4:06 pm)
How to code my shaders for Advanced Lighting So, just a tiny bit of background to answer that question. The Conditioner class is a specialized sh... read more 01/31/2010 (4:06 pm)
How to code my shaders for Advanced Lighting Ahh specular. Yes you can do that, I would encode the specular value in the Diffuse.W field when you... read more 01/29/2010 (6:20 pm)
How to code my shaders for Advanced Lighting Edward, No problem. It's nice to have interesting questions come up. Your questions always seem t... read more 01/29/2010 (5:02 pm)
How to code my shaders for Advanced Lighting I think I am picking-up what you are putting-down, and no worries on the not being able to share det... read more 01/28/2010 (9:16 pm)
How to code my shaders for Advanced Lighting Edward, Can you put just a bit more about what you are trying to do. Torque3D actually exposes t... read more 01/28/2010 (5:20 pm)
Normal Mapping: Torque3D Tangent Basis The important bit of it is the green channel, which corisponds to the Y component of the normal. Tor... read more 01/26/2010 (3:55 pm)
Level instance supported in T3D? It does not. What I would do, would be to spin-up multiple server instances, with communication betw... read more 01/21/2010 (3:16 pm)
Watch AVI files in torque? If you license Bink, RAD should send you the integration kit for T3D and TGEA 1.8... read more 01/17/2010 (1:03 pm)
Torque 3D User Group Well you can license the GitHub software for private uses, it has a pretty ugly per-user seat. I wo... read more 01/14/2010 (12:52 am)
Torque 3D User Group I cast my vote for using a licensed version of GitHub to do this kind of thing. Fork/Pull-Request FT... read more 01/13/2010 (10:27 pm)
Shadows and custom RenderDelegates Edward, the shadow map outputs normalized depth to the red channel. Depending on the light and shado... read more 01/13/2010 (2:59 am)
Material normals get reversed - RESOLVED There was a tangent bug that we fixed, but I'm not sure when it was. I think the bug was fixed after... read more 01/08/2010 (1:37 pm)
How to get "name" of a SceneObject? It should be noted that the name of an object may not be transmitted from server to client. So as lo... read more 01/05/2010 (2:55 pm)
Feel free to post show-off threads here! People don't know how much fun it is...you gotta get yourself a bat-signal and hum the music... ... read more 01/03/2010 (4:57 pm)
Crash onclient in BitStream when starting a new mission in a multiplayer game Recompile with TORQUE_DEBUG_NET defined, that should tell you where the pack/unpack mismatch is.... read more 01/02/2010 (12:33 pm)
How do I make a Hover Vehicle? Personally, I would make a wheeled vehicle with invisible wheels. An actual "hover vehicle"... read more 12/21/2009 (8:36 pm)
Triple A games ... by what benchmark? [quote] the same comparison can be made between unreal tournie 3 and gears of war. gears of war is ... read more 12/21/2009 (7:21 pm)
Triple A games ... by what benchmark? Borderlands is a AAA game. I'm not sure why facial animation is considered a "basic" f... read more 12/21/2009 (4:59 pm)
Triple A games ... by what benchmark? It's basically a "flag" term in a conversation to let you know you can mentally check-out.... read more 12/20/2009 (9:14 pm)
T3D 1.0 to Alpha This is pretty much "the way". Merges between versions are NOT trivial things. It is of th... read more 12/17/2009 (5:57 pm)
How best to extend Rendering pipeline with custom code/shader technique Oh I see what you are saying much more clearly now, I didn't read carefully enough. I should probabl... read more 12/11/2009 (3:00 pm)
How best to extend Rendering pipeline with custom code/shader technique Edward, With advanced lighting there is no way to avoid two passes, and retain the functionality.... read more 12/10/2009 (5:05 pm)
How best to extend Rendering pipeline with custom code/shader technique Edward, do you mean that you want to avoid the second render call for the forward-pass? ... read more 12/10/2009 (4:40 pm)
How best to extend Rendering pipeline with custom code/shader technique @Ryan (and others): If you hit an error in T3D and you don't have a valid stack, try hitting Shif... read more 12/09/2009 (4:33 pm)
Skin shader will be in torque 3d? Correct there is no subsurface texture map right now, but if you edit the sub surface feature you ca... read more 12/08/2009 (3:54 pm)
Journal System? Yes... read more 11/25/2009 (3:14 pm)
Has anyone implemented melee? Well part of the frustration is also that "melee" is many things to many people, and it's ... read more 11/19/2009 (3:16 am)
Recomended poly count for T3D There's also skinning and sub-meshes to consider. You could make a model with 5000 polygons render h... read more 11/18/2009 (5:07 pm)
%client.playerName problem Right. So in the example you posted: [code] messageAll('MsgClientClassChosen','\c2%1(%2) is goi... read more 11/18/2009 (4:05 pm)
Has anyone implemented melee? I am always slightly confused when people mention melee not being supported. It makes me slightly fr... read more 11/18/2009 (3:26 pm)
%client.playerName problem You will want to do: [code] echo(getTaggedString(%client.playerName) @ " has chosen his class... read more 11/18/2009 (2:29 pm)
Mac OS X support — what's happening? Nicolas did you read his reply? Until Apple actually puts some effort into their OpenGL drivers, and... read more 11/16/2009 (3:17 pm)
Trilight lighting model Bryan, check out the pre pass render bin. It already applies stencil masks for opacity, and lightm... read more 11/16/2009 (12:54 pm)
Unreal Dev Kit free for non-commercial use. The EULA offered by the UDK is pretty much what you would have heard if you had called them up. Unre... read more 11/07/2009 (12:14 pm)
Unreal Dev Kit free for non-commercial use. [quote] And, I believe that in all but the very most successful of games, 25% would be less than th... read more 11/07/2009 (11:10 am)
T3D with Windows 7? I am developing on Win7 x64. Works great for me.... read more 11/04/2009 (1:47 am)
Directx 11 tessellation Brandon, bump maps are also commonly known as normal maps (they actually mean slightly different thi... read more 11/03/2009 (3:28 pm)
Windows 7 - Compatibility I'm developing on W7-64, no problems at all :)... read more 11/01/2009 (1:01 am)
Development: Profile Editor for MeshRoad This is great stuff! Way to dig in to the guts of the MeshRoad code.... read more 11/01/2009 (12:57 am)
Unearthly Challenge 2009 Entries The polycount of the model is the poly count that should be used to sum up to 250,000 polygons. That... read more 10/31/2009 (12:08 pm)
Stencil buffer for blocking out pixels I am not entirely sure what the issue is, a screenshot would help, but I will give you some stencil ... read more 10/31/2009 (12:02 pm)
Torque3D and Unity's New Pricing [quote] As it seems that nobody bothered to check, you CAN get a source code license for Unity and ... read more 10/30/2009 (11:32 am)
Torque3D and Unity's New Pricing I don't see how this really changes things. Torque is, has been, and will continue to be the best te... read more 10/29/2009 (2:13 am)