Game Development Community

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)