Game Development Community

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)