Game Development Community

Pat Wilson's Forum Posts

Thread Post Date Posted
[Bug 1.0] Can't Enable Basic Lighting Hmmm, how did that viewport get created? [quote] X 0 unsigned long Y 726 unsigned long Width 512... read more 09/29/2009 (11:03 pm)
Does Torque3D support instancing ? There is not an instancing solution, but you can still have a good lot of guys walking around. The m... read more 09/28/2009 (9:03 pm)
Vertex Colors for blended textures Shadergen gets a bad rep. Some of it is deserved, but it is (essentially) an Uber-shader, which is c... read more 09/28/2009 (2:15 pm)
Vertex Colors for blended textures Yep, they do: http://gameclay.com/documentation... read more 09/28/2009 (11:54 am)
Feel free to post show-off threads here! Multiple representations of the same system data; lights, and wireframe boxes. The wireframe boxes w... read more 09/27/2009 (10:18 pm)
dx11 is here, will t3d be able to use it? BC6 and BC7 require DX11 hardware to uncompress for free, in the same way that DXT1-5 is uncompresse... read more 09/27/2009 (11:02 am)
Feel free to post show-off threads here! Testing out some simulation/rendering abstraction for particles. Hooked up a system of 150 point lig... read more 09/26/2009 (4:33 pm)
Why is my performance so bad? LODs on your shapes are important as well. Crysis has aggressive LODs, and if you want your game to ... read more 09/13/2009 (4:53 pm)
Inferred lighting paper Oh I see, yeah with the DSF you could probably swing that because it would solve the edge problem. T... read more 09/10/2009 (2:45 pm)
adding lightmap crashes T3D You may be blowing out the FrameAllocator, if that's the assert you get when you crash, it's because... read more 09/10/2009 (1:27 pm)
Inferred lighting paper Yep, this is probably the best paper to come out of SIGGRAPH I think I mentioned it back then. It st... read more 09/10/2009 (1:26 pm)
Glow mask? Next release should actually remove that "emissive" turn off of shadowing. Instead there i... read more 09/09/2009 (1:24 am)
Wetness Joshua, check the tangent W direction. For examples look at ShaderFeatureHLSL and the code it uses t... read more 09/04/2009 (11:46 am)
Has garage games abondoned the indie? As far as I know, there is one other commercially available engine shipping a pre-pass lighting solu... read more 09/03/2009 (6:40 pm)
[request] Premultiplied alpha support Ah yeah, that is the key. You can draw front to back, but not out-of-order. The cool thing, though, ... read more 09/03/2009 (5:48 pm)
[request] Premultiplied alpha support Yep, because pre-multiplied alpha is all about how much of the "background" you are occlud... read more 09/03/2009 (3:05 pm)
[request] Premultiplied alpha support Manoel, it is already actually supported but only for particles (right now). Check out the render... read more 09/03/2009 (2:35 pm)
Wetness Nice! Custom material?... read more 09/03/2009 (12:10 am)
Help with normal maps in T3D David, I just had another thought. Are there any lights affecting the mesh which are not represented... read more 08/29/2009 (11:47 am)
Help with normal maps in T3D This is all DXT5 bump maps. And you can use DXT5, but you need to swizzle the data. The NVIDIA Textu... read more 08/28/2009 (8:25 pm)
Help with normal maps in T3D Don't use DXT5-DDS unless you are using DXTnm swizzling (Found in Nvidia texture tools).... read more 08/28/2009 (8:03 pm)
Wetness Yeah, I think this is the case of we have almost the data we need to compute this in screen space, b... read more 08/28/2009 (2:08 pm)
Wetness We don't have the info to get into tangent space (or object space) during the post process because w... read more 08/28/2009 (12:13 pm)
Wetness I'm going to go out on a limb (and man I hope somebody proves me wrong) but I think that this featur... read more 08/27/2009 (2:36 pm)
Mirrored normal maps - Torque 3D This is what I meant: Max creates normal maps with green set to "down", some packages, lik... read more 08/25/2009 (8:49 pm)
Fog? Far plane, but it has no height above terrain. There is no reliable way to make a correspondence bet... read more 08/23/2009 (7:26 pm)
Fog? What distance? There is no distance from the camera in terms of the skybox. This is why you liste... read more 08/23/2009 (7:19 pm)
Need help with lights for a CustomMaterial CustomMaterial is still useful for some things (for example: It's perfect for the Advanced Lighting ... read more 08/23/2009 (2:53 pm)
Need help with lights for a CustomMaterial Hmm, you know, that raises an interesting point. Konrad, you may have to wire up some code in order ... read more 08/23/2009 (12:58 am)
where can i find a full writeup on how the mat system works? lightmap and tonemap use the second UV set in the mesh.... read more 08/22/2009 (7:55 pm)
where can i find a full writeup on how the mat system works? Specular Map alpha is not mask it is specular exponent, you can mask by making the pixel black (a sp... read more 08/22/2009 (1:32 pm)
Mirrored normal maps - Torque 3D You may need to flip your bumps. IIRC 3ds Max needs Y flipped or something. The handedness of the... read more 08/21/2009 (2:09 pm)
Megatextures Hmmm...the detail texture DOES fade over distance, otherwise you would see it "crawling" a... read more 08/21/2009 (1:50 pm)
Um, shadows in Basic Lighting? A simple Google search should allay your fears: [url]http://www.frecle.net/index.php?show=giles.abo... read more 08/20/2009 (12:19 pm)
help rendering lights when source object not in view Just to confirm, this only happens when the lights are mounted to an object...not with all lights, c... read more 08/19/2009 (8:07 pm)
Beta5-Bug: SelfShadowing (lightmapped) meshes AL I'm on the trail of this.... read more 08/17/2009 (4:56 pm)
Which gaming platforms will suport T3D? Mark, you're 100% wrong about the platform support.... read more 08/17/2009 (1:04 pm)
DTSes that worked in TGEA, but not in T3D Do they have a collision mesh?... read more 08/16/2009 (1:50 pm)
have headlights, but need help with brakelights @Bryan: Hahaha. That is actually, the exact thing that I did for the first gobo I put on a spot ligh... read more 08/15/2009 (4:42 pm)
T3D running slow, why? UT2k4 is also a forward renderer. The rules for performance are (more or less) totally different.... read more 08/14/2009 (2:39 pm)
Depth of Field not working That's a warning, not an error, and it's okay.... read more 08/12/2009 (7:47 pm)
[RESOLVED kinda] edgeDetectP.hlsl warning X3550 There is a difference. Unrolling the loop means it will duplicate the instructions.... read more 08/12/2009 (6:06 pm)
Torque 3D Show Off Thread! The ramp is the World of Warcraft solution as well, and it works really well IMO.... read more 08/12/2009 (3:18 pm)
[RESOLVED kinda] edgeDetectP.hlsl warning X3550 This warning is telling you that shader code, which would otherwise be a dynamic loop, is being unro... read more 08/12/2009 (11:14 am)
Any comment on the unix platform code added to B5 :-) Much like the existence/non-existence of PS3 code, if any announcements were ready to be made, they ... read more 08/12/2009 (10:56 am)
toggle shadow viz? Click on a light, and it will display the shadowmap.... read more 08/12/2009 (8:33 am)
Advanced and Basic Lighting Options You didn't look in the right scripts. It should be in both prefs.cs ($pref::lightManager) and the mi... read more 08/11/2009 (9:41 am)
Beta 5: Player not casting shadow with advanced lighting (not a bug) Matt, it's a property on the material, not on the shape. ... read more 08/10/2009 (7:53 pm)
Custom Material Process Edit: Just realized that was not useful information. "mapTo" is optional, but it is usu... read more 08/10/2009 (5:33 pm)
30+ FPS? This is going to be a VERY short treatment of this just because it may change slightly before releas... read more 08/10/2009 (11:48 am)