Steve Acaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Real time specular on lightmapped geometry | Are you in BL? Normal/Specular in AL works fine. AL top, BL bottom. [image]farm3.static.flickr... read more | 10/09/2009 (4:13 pm) |
| What are your HDR settings? | One quick test later and yes, HDR does work in BL.... read more | 10/08/2009 (11:20 pm) |
| [BUG 1.0] Night projects shadows | Is this in BL?... read more | 10/08/2009 (10:09 pm) |
| Fall 09 Art Challenge : the Undead Horde | I see the WoW Zombie gets it's teeth fixed on the British [i]National Health Service[/i] ...... read more | 10/08/2009 (10:07 pm) |
| Feel free to post show-off threads here! | [quote] Why doesn't your government want to teach you how to fend against an impeding zombie attack... read more | 10/08/2009 (10:06 pm) |
| T3D Brit TV | [url]www.teletext.co.uk/gamecentral/inbox/929fbb7ee88ef6f08950e0698e4bd51b/The+mod+squad.aspx[/url] ... read more | 10/08/2009 (10:04 pm) |
| Floor collision in doorways needs to be jumped over to enter | You can just use polysoup/visible mesh collision and just tack on an extra doorstep infront of your ... read more | 10/08/2009 (6:35 pm) |
| Amazing work guys :)) | [b][i]PEBKAC[/i][/b] Now that's a good acronym.... read more | 10/08/2009 (4:34 pm) |
| Floor collision in doorways needs to be jumped over to enter | Player bangs into a step - "bounces" up a little to get over step, but bounces higher than... read more | 10/07/2009 (11:02 pm) |
| A good way to hide objects? | Not sure what the old TGE method is - sethidden() will cause a crash on player but will work for sta... read more | 10/07/2009 (10:58 pm) |
| [BUG 1.0] Moving/Resizing/Scaling object tends to select another object | Yay! @josh - check out "editor settings" under F11->edit... read more | 10/07/2009 (9:12 pm) |
| Removing Light/Ambience from the Sun | Meshes do have a custom ambient specified but I'm not certain it's working.... read more | 10/07/2009 (9:09 pm) |
| Floor collision in doorways needs to be jumped over to enter | Are you guys sure the bounds collision of a skinned mesh isn't striking just above the door due to t... read more | 10/07/2009 (9:07 pm) |
| [BUG 1.0] Zone into zone still has some issues. | The idea of zoning --- which I'm taking - is based on my previous experience of BSP (think DIF). ... read more | 10/07/2009 (8:35 pm) |
| T3D - Ground Cover questions | It looks like "Types" are supposed to be billboarded models rather than just a grass.png t... read more | 10/07/2009 (6:04 pm) |
| [BUG 1.0] Zone into zone still has some issues. | [i]Anyone who knows better, feel free to intercede[/i] I don't really think occlusion is supposed... read more | 10/07/2009 (5:57 pm) |
| [BUG 1.0] Zone into zone still has some issues. | I reckon culling might be working from a LOS to centre of bounding box. I had to do a fair bit of... read more | 10/07/2009 (4:49 pm) |
| Still some minor problems... | Actually I get this issue too when trying to add a light in via PL rather than importing. Then the a... read more | 10/07/2009 (3:33 pm) |
| Beta Documentation Feedback | [quote] strep throat[/quote] Yeah, I always blame hangovers on mysterious illness too ... ;D... read more | 10/07/2009 (2:59 pm) |
| Poly Count | Up from 2000 ? Yes, yes it is. I've got a mesh with 93k triangles (split into 22 submeshes to ... read more | 10/07/2009 (1:47 pm) |
| Amazing work guys :)) | [image]i55.photobucket.com/albums/g138/iand1993/Scruffy_Futurama.jpg[/image] I've had a few issue... read more | 10/07/2009 (1:31 pm) |
| map whites out | I've had a few "issues" switching back and forth between AL/BL. Donald - just as a test... read more | 10/07/2009 (1:20 pm) |
| Forest Kit (With out negitivity) | Vote the above for [i]Highest HyperLinks to Text Ratio Post 2009[/i]... read more | 10/06/2009 (7:28 pm) |
| How do i implement crouching in tgea | You'd have to code it, which would require source access - [small]which requires a license[/small]. ... read more | 10/06/2009 (5:09 pm) |
| AI spawn and pathing in T3D | lol indeed. Ai can only do what they are told to - or can only work within the parameters that th... read more | 10/06/2009 (5:06 pm) |
| AI spawn and pathing in T3D | With AImanager on in gamecore - bottom of AIplayer is: [b] %player = AIPlayer::spawnOnPath(&quo... read more | 10/06/2009 (1:55 pm) |
| Weapon Sights | You could try - Mount your weapon on the player (no eyeoffset), and then create an animation to move... read more | 10/06/2009 (10:13 am) |
| AI spawn and pathing in T3D | Check out the spawn function at the end of the stock AIPlayer.cs, it shows how to set up a path scri... read more | 10/05/2009 (11:42 pm) |
| Visible Mesh collision with shape replicator | Check "interactions" on, and the model will still need a collision mesh... read more | 10/05/2009 (9:29 pm) |
| Feel free to post show-off threads here! | [quote]the hands are parented to the wheel, so they move as it turns, but keeping the shoulders in t... read more | 10/05/2009 (7:56 pm) |
| Physical Zone | Physical zones alter gravity, resistance, velocity and the sort. It's how jump pads get made. Change... read more | 10/05/2009 (12:03 am) |
| How do you get edges in your models? | Blender can use vertex groups for smoothing ... but they apparently aren't neccessary, no type of gr... read more | 10/04/2009 (7:23 pm) |
| [Bug 1.0] Full Template - Hand & Weapon rendering issue | Forge soldier's "solution" is just a different animation. The left arm still doesn't stick... read more | 10/04/2009 (4:01 pm) |
| How do you get edges in your models? | I reckon that you mean that there are no "sides" appearing "within" the model. C... read more | 10/04/2009 (3:57 pm) |
| How do you get edges in your models? | @eb Exporting from Blender works fine, no smooth groups required. Works with DTS and COLLADA. So... read more | 10/04/2009 (2:53 pm) |
| Laser Sight | That does look good! I had been thinking of just using a terrible hack like having a transparent bil... read more | 10/04/2009 (1:30 pm) |
| What are your HDR settings? | Favourite HDR setting - off. [small]Finalist for most unhelpful post [i]ever[/i][/small]... read more | 10/04/2009 (11:00 am) |
| Crash On Exit Due to mission cleanup | Ah right, just checking. I've got about 50 in a test mission, and upping the packetrate to 450 (... read more | 10/04/2009 (10:07 am) |
| Suggestion to GG: | A "Scripting Forum" then? edit: Maybe not a bad idea to section the T3D forums into sc... read more | 10/03/2009 (9:43 pm) |
| deleting mounted lights? how? | What actually is the error? Console error? Also, and rather hackily, if it errs so fast on exit, ... read more | 10/03/2009 (7:51 pm) |
| [Bug 1.0] Full Template - Hand & Weapon rendering issue | @Deep1 Nah, you re-show 3rd person arms and hide first person @Deep2 Post script or it doesn't ... read more | 10/03/2009 (11:50 am) |
| deleting mounted lights? how? | Load them all up into a simgroup on creation, then turn off everything in the simgroup on mission ex... read more | 10/03/2009 (11:01 am) |
| [Bug 1.0] Full Template - Hand & Weapon rendering issue | You mean the left hand? No it doesn't and never has, it's not animated in such a way that it would. ... read more | 10/03/2009 (10:57 am) |
| deleting mounted lights? how? | Can't you just turn the lights off on exit? Have them all load into a simgroup or something, then af... read more | 10/03/2009 (10:34 am) |
| [BUG T3D 1.0] GuiInspectorTypeImageFileName don`t get DDS as image file for load | I think that this has been an issue for some time, there are a whole host of non-game world objects ... read more | 10/03/2009 (10:33 am) |
| Calculate Texture Memory Usage | [quote]your screen doesn't use dots per inch it uses pixels.[/quote] Doh! Of course it does!... read more | 10/03/2009 (12:48 am) |
| Beta Documentation Feedback | Hmmm ... forum did hang on 300 posts, but working now.... read more | 10/03/2009 (12:44 am) |
| Beta Documentation Feedback | I remember using the TGEA docs for that, I'm pretty sure it's the same. [url]http://docs.garagegame... read more | 10/02/2009 (11:26 pm) |
| Collada and 4 Shapes | I getch ya. Then no, you'd have to make them individual objects/models/files. In fact, if they ar... read more | 10/02/2009 (11:23 pm) |
| Calculate Texture Memory Usage | 72dpi is standard ... for reason that I do not know. [small]You weren't already using dds!?[/smal... read more | 10/02/2009 (11:16 pm) |