Game Development Community

Pat Wilson's Forum Posts

Thread Post Date Posted
Multiplayer Broken? Steve, 'writeflag' is not a member of BitStream, but 'writeFlag' is :)... read more 07/20/2009 (12:11 pm)
Multiplayer Broken? This is why I am frequently seen saying something like, "...it is misunderstood..." I real... read more 07/20/2009 (11:45 am)
Multiplayer Broken? Hey guys. Realize that this bug was reported at about 5pm on a Friday. It is not surprising that it ... read more 07/20/2009 (11:23 am)
Lighting: lightDynamicGeometry - what is "Dynamic" You are going to run into situations where the shadow of a non-lightmapped object "bleeds throu... read more 07/20/2009 (8:47 am)
[Resolved] Bad crossbow weapon.dts in generated project Hey Gerald, yes this is a bad export of this shape, and it was supposed to get removed. It made it o... read more 07/18/2009 (1:12 am)
[Beta4bug] FPS Warrior Camp and UnderCity Crash William, I actually meant delete that 'crossbow.cs' file which it crashed while executing. I am sorr... read more 07/17/2009 (7:58 pm)
[Beta4bug] FPS Warrior Camp and UnderCity Crash Delete the crossbow. Supposedly this shape was removed for the repository...... read more 07/17/2009 (7:01 pm)
3ds Max Exporting Frustration It's worth noting that MAX does not export any material information to the DAE, so you really do nee... read more 07/17/2009 (11:53 am)
PointLight/SpotLight shadows & equator accuracies It is a fantastic experement and you designed that geometry super well...in fact, I think you have a... read more 07/17/2009 (10:33 am)
Lighting: lightDynamicGeometry - what is "Dynamic" Trying, hehe. I am really glad someone is mixing static and dynamic lighting since I don't really ha... read more 07/17/2009 (10:17 am)
Render to two different targets, alternatively You are in the wrong place, don't look at GuiCanvas::renderFrame, look at RenderTexTargetBinMgr, and... read more 07/17/2009 (8:39 am)
Lighting: lightDynamicGeometry - what is "Dynamic" Those should be renamed in Beta4 to make more sense, there will also be documentation. Until then, c... read more 07/17/2009 (8:37 am)
PointLight/SpotLight shadows & equator accuracies That's a great writeup, but both cube map shadows and multi-pass Dual parabolid shadows are not work... read more 07/17/2009 (8:35 am)
Accepted image file types? @Jaimi: That is DXTnm, and it is already in there and working :) If a texture is assigned to the nor... read more 07/16/2009 (8:52 pm)
Project Generator help ProjectGenerator is amazing. If you have ever been on a team where some use VC2k5, some use VC2k8, c... read more 07/16/2009 (1:10 pm)
Westwood co-founder Louis Castle leaves for InstantAction Ben, following the success of the 80's night dance-sim prototype, we decided to scale it up ;)... read more 07/16/2009 (10:46 am)
Torque 3D Vs Unity Gonzalo: There have been no official announcements regarding the PS3 or PSP, but I would wager that ... read more 07/16/2009 (10:14 am)
gideon's normal map That's not a specular problem, that's a normal map problem. Specular cannot darken a pixel. On se... read more 07/15/2009 (7:27 pm)
T3D performance analysis (repost) VS skinning in DX9 is very foolish. Current games draw the scene anywhere from 3-6 times. Shadow map... read more 07/15/2009 (7:13 pm)
T3D performance analysis (repost) I am using SSE in the skinning. I'd like to use 4.1 but my CPU doesn't support it.... read more 07/15/2009 (5:19 pm)
Slight pause before muzzle flash I think the networking on every modern combat game sucks. Granted the last one I played was Halo 3. ... read more 07/15/2009 (3:16 pm)
T3D performance analysis (repost) @Manoel: Please please please do some performance testing! I did testing on models I could, but I do... read more 07/15/2009 (3:08 pm)
Slight pause before muzzle flash Eikon, I took a look at doing this for a game project a few years ago and always wanted to get ba... read more 07/15/2009 (2:46 pm)
T3D performance analysis (repost) If I am reading your mind correctly.... Beta 4 includes a massive upgrade to TSSkinnedMesh, and t... read more 07/15/2009 (1:59 pm)
gideon's normal map @Manoel and others: This will be in the offical docs when it can be I am sure but here is my (progr... read more 07/15/2009 (1:25 pm)
Handling of Spec and Trans in beta 4 Yes, DXTnm uses the alpha channel for the Y component of the normal (Alpha is compressed seperatly f... read more 07/15/2009 (8:46 am)
gideon's normal map @ Logan: The frustrating part for me is, if I had known they made such I huge difference, I would ha... read more 07/15/2009 (8:44 am)
gideon's normal map In Beta4 you will have the option of using a Specular Map, which eliminates the need to use the alph... read more 07/14/2009 (4:11 pm)
Volumetric lights... That came off a bit terse, and I admit it was a twitch reaction to the TGEA lighting. Please let ... read more 07/12/2009 (1:51 pm)
Volumetric lights... Uh...no there was not volumetric lighting in TGEA, and there was nothing about TGEA lighting that wo... read more 07/12/2009 (12:51 pm)
Volumetric lights... Deepscratch, if you mount a light to a mount node (headlight, flashlight), you can mount a shape to ... read more 07/11/2009 (4:01 pm)
Volumetric lights... ... For real, guys? Export a cone/sphere mesh...set the material to translucent, emissive. Put... read more 07/11/2009 (12:58 pm)
OpenGL in windows Not planning it.... read more 07/10/2009 (8:22 am)
T3D performance issue I would like to point out that, actually, as far as Advanced Lighting is concerned, a "mid-rang... read more 07/10/2009 (12:21 am)
Torque Networking, Disassembling and the Universe. Hey, the Darkstar guys at IBM have been using Torque, or at one point were using Torque. I don't kno... read more 07/08/2009 (10:21 am)
Megatextures Bryan, I think you mean @Tom ;) Here is terrain from a mission I am poking at. The foreground is ... read more 07/07/2009 (11:48 am)
Does Torque3D support DirectX 10? DX11 is really awesome. You can request a certain feature level, or simply get the best one availabl... read more 07/06/2009 (10:28 am)
[Beta 3 Bug] No shadows from mesh with LerpAlpha texture Jaimi, For sure, and you can use alpha test to render the shadow, and then lerp-alpha to blend it... read more 07/05/2009 (2:28 pm)
Megatextures Bryan, The last virtual texture solution that was in the engine was Clipmaps. These were okay, bu... read more 07/05/2009 (2:23 pm)
Compiling T3D Beta 3 on Mac Jay, if you are doing any kind of celestial mechanics library, you should be using Fixed Point math.... read more 07/05/2009 (1:24 pm)
Torque Networking, Disassembling and the Universe. Hopefully Stephen Zepp will see this and chime in (he has done this exact thing before), but I did w... read more 07/05/2009 (1:16 pm)
[Beta 3 Bug] No shadows from mesh with LerpAlpha texture Ah yes they will look better [i]but[/i] they will still not cast shadows. I was referring to lightin... read more 07/05/2009 (1:11 pm)
Laptop not running beta 3 - "Failed to set a light manager" Well, just a nitpick, but nothing about Intel graphics cards is "standard". They have cont... read more 07/02/2009 (10:39 am)
Laptop not running beta 3 - "Failed to set a light manager" What about fixed function doesn't work?... read more 07/02/2009 (10:23 am)
B3 BUG: rendering player through water Increase the resolution of the reflection render target.... read more 07/02/2009 (10:03 am)
Laptop not running beta 3 - "Failed to set a light manager" Tim, the "work across the board" thing is more serious than you think. As an applications ... read more 07/02/2009 (8:38 am)
Enable networked music composition I would actually try to get some kind of highly accurate, synchronized quantization going on, then y... read more 07/02/2009 (8:36 am)
beta3 bug? Trans-Blend uses sun object only It will look much better by release. It looks really strange right now to mix translucent objects in... read more 07/01/2009 (3:19 pm)
Skin shader will be in torque 3d? You are describing a sub-surface scattering effect. This exists in advanced lighting materials and c... read more 07/01/2009 (1:52 pm)
beta3 bug? Trans-Blend uses sun object only Ah this is related to some other issues, however, in general, translucent objects will [i]not ever[/... read more 07/01/2009 (1:44 pm)