Steve Acaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Trying to do an ammo counter | If you read through the related *.gui and *.cs scripts you'll find all a working example with the Ro... read more | 10/17/2009 (12:17 am) |
| Baffling Ported Mission Issue - No Crouch | Update on strangeness: It appears that the older, ported missions ignore the last $mvTriggerCount... read more | 10/16/2009 (10:00 pm) |
| Multiple Weapons mounting at the same time help! | You'll have 2 %player.mountImage() functions if you've done a straight copy/paste without editing it... read more | 10/16/2009 (6:07 pm) |
| Crouch and Prone Side Back Animations | Also I've altered the Crouch mode to a super simple on/off rather than having to keep the key presse... read more | 10/16/2009 (1:44 pm) |
| How do I stop these Light Leaks? | [quote] planes interpenetrate more. [/quote] Faces should join, rather than interpenetrate.... read more | 10/16/2009 (1:20 pm) |
| How do I stop these Light Leaks? | Is your mesh sealed/verts connected? Or are those arches just lying against a wall? Also, bleed h... read more | 10/16/2009 (12:30 pm) |
| 1.0 Minor Issue No CrouchSide Animation - LOGGED | [url=www.garagegames.com/community/forums/viewthread/103969]RESULT![/url] At least it works for m... read more | 10/16/2009 (12:00 pm) |
| 1.0 Minor Issue No CrouchSide Animation - LOGGED | I'd "expect" that it's a case of listing the animations along with the others in player.cp... read more | 10/16/2009 (10:41 am) |
| [RESOLVED] More AdvancedLightMapping woe/bizarrety | [i]single core processor[/i] I had trouble running my TGE demo on a single core. Harold, if you'... read more | 10/16/2009 (10:38 am) |
| [RESOLVED] More AdvancedLightMapping woe/bizarrety | Interesting stuff. After giving my GPU caps a quick fondling (you don't get to say that everyday!... read more | 10/16/2009 (12:56 am) |
| [RESOLVED] More AdvancedLightMapping woe/bizarrety | As I have absolutely no idea about hardware, the more info the better, Harold.... read more | 10/15/2009 (10:32 pm) |
| Baffling Ported Mission Issue - No Crouch | Which file? The .mis file? I write to the ported files no problem (as in save them after altering st... read more | 10/15/2009 (8:18 pm) |
| Advanced Lighting Inconsistent lights | 1 Have you checked your models normals? 2 What is your GPU? 3 Try enable/disable AdvancedLightMapp... read more | 10/15/2009 (7:16 pm) |
| [RESOLVED] More AdvancedLightMapping woe/bizarrety | 2000 and when?... read more | 10/15/2009 (7:11 pm) |
| [RESOLVED] More AdvancedLightMapping woe/bizarrety | Turns out its' [i]bizarrity[/i] after all ... silly me.... read more | 10/15/2009 (5:07 pm) |
| What's the best way to import glass from blender to torque | Back in TGE you had to export the translucency info with the model but for T3D (and TGEA) you don't ... read more | 10/15/2009 (11:12 am) |
| Lightmapped objects turn black. | [i]"You did sort out the UVtexture coordinates for UV2 didn't you?"[/i] As in, you have... read more | 10/14/2009 (6:15 pm) |
| Lightmapped objects turn black. | I take it that Burg - with it's pureLight lightmaps displays correctly? If so I'd have to think it's... read more | 10/14/2009 (2:43 pm) |
| Lightmapped objects turn black. | [quote]It only works if I RGB Multiply the 2 textures[/quote] Weird ... Maybe an exporting issue? ... read more | 10/14/2009 (2:02 pm) |
| [Bug 1.0] GameCore::onClientLeaveGame | Hey, well spotted!... read more | 10/14/2009 (1:56 pm) |
| Lightmapped objects turn black. | I occaisionally get "issues" when flicking between Basic/Advanced Lighting and when using ... read more | 10/14/2009 (10:46 am) |
| [v1.1] REQUEST: Hot Key Mapping for World Editor | And how are you supposed to run the player around with all of your keys assigned to non-player issue... read more | 10/13/2009 (11:52 pm) |
| Terrain grid size, how to adjust? | 1. Squaresize 2. Try smooth brush... read more | 10/13/2009 (11:43 pm) |
| [Help] How to tell if a 'player' object has touched a StaticShape or TSStatic | How about using the callbacks from the StaticShape's onCollision? TSStatic won't give any callbacks,... read more | 10/13/2009 (11:40 pm) |
| importet collada object won't update material | Did you export the collada model with a material/UVmap in it? If not, then there is no place to &quo... read more | 10/13/2009 (9:57 pm) |
| terrain flattening tool not flattening properly | It flattens to the average height under the brush (I think) - move the brush and the average height ... read more | 10/13/2009 (7:11 pm) |
| Can I use a trigger to make a shape appear/disappear? | myObject.sethidden(0); = show myObject.sethidden(1); = hide No idea whether sethidden works on I... read more | 10/12/2009 (10:43 pm) |
| Beta Documentation Feedback | Good example with the %ammocount.... read more | 10/12/2009 (8:52 pm) |
| Can I use a trigger to make a shape appear/disappear? | Shape must be a StaticShape (not a TSstatic) and you just call ishidden(); on it's name. [code] //... read more | 10/12/2009 (8:41 pm) |
| [T3D 1.0] ScatterSky shadow casting performance issues... | @Ted Do you have all of your models LODed? What sort of poly/drawcount are you getting using [b]... read more | 10/12/2009 (6:00 pm) |
| Creating .DDS files for torque 3d | For alpha transparencies use DXT5. DXT5_NM makes nice normal map will DXT5 can mangle them with it... read more | 10/12/2009 (5:12 pm) |
| Collada Physics in Torque | Not certain about Physics but Blender->Collada->T3D exporting explained. [url=www.garagegames... read more | 10/12/2009 (2:08 pm) |
| Floor collision in doorways needs to be jumped over to enter | Well done Roland - now stick a post in the [i]Artists Section[/i] to alert people on how to do it, b... read more | 10/11/2009 (10:14 pm) |
| Does anyone know how to mount 3D arms and weapon in the 1st person view? | You might try this: Make the arms as part of the weapon but a seperate mesh object, and use eyeOffS... read more | 10/11/2009 (10:24 am) |
| Parallax for noobs? | Also saving as a DXT5_NM *.dds works.... read more | 10/10/2009 (7:01 pm) |
| Mouse Sensitivity? | In scripts/client/prefs.cs $pref::Input::LinkMouseSensitivity = 1; reduce 1 to a decimal fract... read more | 10/10/2009 (4:39 pm) |
| Material Bug?? | Not so much cutting corners as amputating an arm there ... If your model isn't exported with at l... read more | 10/10/2009 (4:33 pm) |
| PhysX System Requirements | I was "under the impression" that PhysX is hardware supported on Nvidia cards, and support... read more | 10/10/2009 (4:24 pm) |
| AI for fps needed | @Matt Demo "Full" AI is some pretty big work and very gameplay specific, even between ... read more | 10/10/2009 (1:18 pm) |
| Calculate Texture Memory Usage | @Deep Creating at 300dpi is the same [small][i](roughly)[/i][/small] as having a 4096 at the basi... read more | 10/10/2009 (1:15 pm) |
| Material Bug?? | Does your model have a material exported from Blender? Cos it doesn't look like it has a space for a... read more | 10/10/2009 (1:03 pm) |
| [Bug V1.0] Collada Import 50K+ - LOGGED | I reckon you can still squeeze a few *k tris out of that ....... read more | 10/10/2009 (12:12 am) |
| [Bug V1.0] Collada Import 50K+ - LOGGED | Check the difference ... pffft .. same model! Nice work, Randy.... read more | 10/09/2009 (11:40 pm) |
| [Bug V1.0] Collada Import 50K+ - LOGGED | As OD says, [b]Depending on your modeling app[/b] - you just attach/parent the other mesh objects to... read more | 10/09/2009 (6:36 pm) |
| is there an example deployment of T3D in the browser out there ? | [quote] Man, the community is really on top with all changes on our website[/quote] [small] ??? ... read more | 10/09/2009 (5:15 pm) |
| Amazing work guys :)) | [quote] sit on one of those silly bouncy balls [/quote] I tried that, to stop compressing my dia... read more | 10/09/2009 (5:09 pm) |
| Floor collision in doorways needs to be jumped over to enter | If the Collision mesh is rendered, then it's not coming through as a Collision mesh, but as a standa... read more | 10/09/2009 (5:05 pm) |
| Floor collision in doorways needs to be jumped over to enter | @Roland So, you got it to export okay?... read more | 10/09/2009 (4:29 pm) |
| Beta and those interested post here | [quote] I think this could work but would have to do what you said is save out the lightmaps wile t... read more | 10/09/2009 (4:23 pm) |
| [Bug V1.0] Collada Import 50K+ - LOGGED | Is the cached.DTS truncating the mesh? Try splitting mesh into seperate objects. edit: Which is p... read more | 10/09/2009 (4:15 pm) |