Max Robinson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| 3rd person camera system - request for comments/help | Camera aligning itself with the terrain - do a raycast from player position - some distance on the z... read more | 03/23/2004 (3:38 pm) |
| Environment mapping on shape images | See this: [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2052[/url]... read more | 03/06/2004 (9:48 am) |
| Timescale changes from Release 1.1.2 to HEAD | Have you tried just like 9000? I mean, it is a multiplier so you don't have to have it that high. 99... read more | 03/05/2004 (10:26 am) |
| Dynamically adding PhysicalZones | I did dyn allocated phys zones in Tribes 2, they worked just fine. DO add them to mission cleanup, o... read more | 03/05/2004 (10:24 am) |
| Aynone else seen this bug? | 3k vis distance rocks... [image]www.planettribes.com/talonrules/bomber.jpg[/image] With stretc... read more | 03/05/2004 (10:21 am) |
| Aynone else seen this bug? | Heh, I just run with a console print in there, and run server & client separate. Only saw echoes... read more | 03/01/2004 (3:46 pm) |
| Aynone else seen this bug? | Sweet!... read more | 02/29/2004 (2:15 pm) |
| Multitexturing and blending | Thanks This thing kicks ass!... read more | 09/11/2003 (6:01 pm) |
| Multitexturing and blending | Sadly that didn't work, I've tried a few other things, such as doing glTexEnvi(GL_TEXTURE_ENV, GL_CO... read more | 09/11/2003 (3:14 pm) |
| Camera attachment to objects | Good news, the camera in torque a) can track objects b) can track ANY object so just put in these... read more | 09/03/2003 (6:58 pm) |
| Help with textures, TMUs, and glDrawArrays in Torque | Hah, this is kind of funny. Somewhere along the way, I got it working, and for the last couple days ... read more | 09/01/2003 (9:08 am) |
| Help with textures, TMUs, and glDrawArrays in Torque | I just debugged it, and it appears to grab the texture ok also. I think I am missing something, but ... read more | 09/01/2003 (7:28 am) |
| Help with textures, TMUs, and glDrawArrays in Torque | Yeah it does show up white... But I have an old method: [code] glDisable(GL_CULL_FACE); gl... read more | 09/01/2003 (7:18 am) |
| Shockwaves | I still havn't finished them. :/ I'm close though!... read more | 08/31/2003 (11:39 am) |
| Get jetting! | Hehe I have a resource that I posted forever ago that did almost exact copy of t2 jets + particles ... read more | 08/31/2003 (11:38 am) |
| Build, not destroy | Tribes 2 Construction Mod may be interesting to you. There were some sticky blocks, and you could bu... read more | 05/15/2003 (6:28 pm) |
| Changing gravity | For players, updateMove I think the same goes for all mobile objects.... read more | 05/05/2003 (5:57 pm) |
| Particle Explosions | Sebastian is right. A little trick - you can set the gravityCoefficient higher than 1.0 and give ... read more | 05/05/2003 (5:36 pm) |
| More space to objects.. | Hi, I was reading this and I got an interesting idea. I'm assuming the only way you can go over s... read more | 05/05/2003 (5:13 pm) |
| Water textures | A real picture of water from above might be good... In the recent FPS called Vietcong, I swear they... read more | 04/07/2003 (7:48 pm) |
| Why are datablocks sent twice? Arghhhhh | Hmm. I'm just having my stuff follow the leader with the rest of the other stuff, I'm pretty sure. I... read more | 04/07/2003 (7:46 pm) |
| Shadowbane, what a computer game shouldn't be | Pulp Games are just a sign that people would rather be safe than do really cool stuff. Consumers don... read more | 03/27/2003 (4:26 pm) |
| Buildings under water | Perhaps you could edit the code to factor in portals when checking the container, since it apparentl... read more | 03/27/2003 (4:09 pm) |
| 100 vehicles of WWII available | you could just get rid of the hatches & stuff (or just simplify them) and put them in the skin. Ther... read more | 03/27/2003 (3:37 pm) |
| Die hard newb | I got into Torque through modding all the games I've owned, including Tribes2. Modding Tribes2 lets ... read more | 02/18/2003 (9:43 pm) |
| Player Eye Vector? | I have a little camera recoil thing for weapons, and I made it work by offsetting move->pitch and mo... read more | 02/12/2003 (9:06 am) |
| "Average" polygon count | battletech tanks are cool... mostly just little crushable things in the games though.... read more | 02/06/2003 (11:38 am) |
| "Average" polygon count | When you mentioned turret + tank, you brought up an interesting point. On a tank with that type of t... read more | 02/05/2003 (7:48 pm) |
| using the splash ring code as an explosion shockwave? | Hey! I did this a few months ago :) I used the splash as a basis, and it worked out pretty nice.... read more | 02/04/2003 (11:28 am) |
| Silly DB limits | Yeah I know, I already have done it, but I think it would be a courtesy to remove it from the HEAD, ... read more | 02/01/2003 (10:52 am) |
| Mounted Objects with Collision? | Perhaps you could change the player's collision check to include the object, also. This would be a ... read more | 01/31/2003 (4:57 pm) |
| Particle blend modes |
This is for the particleData, not emitterData:
useInvAlpha = |
01/30/2003 (11:50 am) |
| Spam | I got those two... Not a big deal, just a single message, with over a month inbetween... read more | 01/29/2003 (8:28 pm) |
| Number of Polys for Weapons | You could probably make a very nice LOD for very close up...... read more | 01/29/2003 (8:25 pm) |
| difference between %this, %obj in the scripts | %obj and %this aren't internal names, they mean wherever they've been put. The real question you ar... read more | 01/29/2003 (12:06 pm) |
| Why are datablocks sent twice? Arghhhhh | I went through and made it always send the ID, but I also made it make sure there was a datablock to... read more | 01/29/2003 (11:33 am) |
| Why are datablocks sent twice? Arghhhhh | *bump*... read more | 01/28/2003 (11:25 am) |
| Tag for version 1.1.3? | I dont think there is a 1_1_3 there is HEAD and 1_1_2 unless its really new or something...... read more | 01/27/2003 (3:05 pm) |
| startGame: End the game first! | I get that too.. Doesnt have any bad effects, as far as I can tell. Possibly, its just a littl... read more | 01/26/2003 (2:38 pm) |
| Implementing 'level-free' RPG? | I think moving away from numbers can only do good... If immersion is the focus, of course. And wi... read more | 01/23/2003 (5:19 pm) |
| Implementing 'level-free' RPG? | I am not sure why people do not want characters to be capable of being multi-talented, or at least u... read more | 01/23/2003 (1:56 pm) |
| castRay collisions with rotated static shapes and the normals | Try doing some console output of the normals, and see if its the same before and after rotation. ... read more | 01/20/2003 (1:44 pm) |
| Creating multiple projectiles/Projectile spread |
I'm assuming you mean activate 4 mounted images at once, so...
Do:
%player.setImageTrigger( |
01/20/2003 (1:41 pm) |
| Accessing DataBlock's settings on the fly. | This doesnt work for states (and textures or other preloaded parts, I'm pretty sure), but for a lot ... read more | 01/20/2003 (1:35 pm) |
| Help! Strange fog problem... | that IS a nice screen. The waterfall is cool too... read more | 01/14/2003 (1:06 pm) |
| Flying Vehicle Controls.... | I dont think roll helps you turn though. At least if it's like Tribes2. Tribes2 made you roll over w... read more | 01/12/2003 (9:52 am) |
| Camera and networking for RTS and TGE suitability | Yeah. You can create a camera without making a player, you can do this using script actually. Just e... read more | 01/12/2003 (9:50 am) |
| Camera and networking for RTS and TGE suitability | Somethings about Torque servers... They know nearly everything and can do nearly anything. If you we... read more | 01/11/2003 (4:49 pm) |
| Sticking to a surface?? | Ben is right. Get the cross vector of the car's facing vector and cast a short ray "down" (from the... read more | 01/04/2003 (12:38 pm) |
| Aren't males naturaly violent? | The media is bad about this violence stuff. Just a few years ago they were talking about teenage ... read more | 12/19/2002 (5:06 pm) |