Game Development Community

Rapid Fire's Forum Posts

Thread Post Date Posted
GuideBot Beta 0.8 So, this is for GMK 1.2.7 over T3D 1.1 alpha right. I currently have GMK 1.2.6 over T3D 1.0.1 . Time... read more 02/17/2010 (11:10 am)
Render Manager & transparency It has to do with the concept of Light Pre-Pass rendering. http://diaryofagraphicsprogrammer.blog... read more 02/07/2010 (3:46 pm)
TORQUE X 2D and ZUNE HD(possible)? I've deployed XNA 2D to the zune HD, the controls have to me mapped to the new Zune HD ones. It shou... read more 02/01/2010 (8:35 pm)
(t3d 1.1a) Camera Offset x, y, and z axis? Try fiddling with the Player::GetCameraParameteres function. Something like : [code] void P... read more 01/07/2010 (2:21 pm)
Crosshair Issues I've been thinking of it, but I was hoping to get a vertical stutter issue I was having fixed. I'm ... read more 01/04/2010 (7:43 pm)
Crosshair Issues I made something like that. The way I did it was by doing a raycast from the MuzzleVector of the ... read more 01/02/2010 (1:40 pm)
Making clouds from scratch But one of the issues, is that clouds designed to be MUCH farther away, way past the far clipping pl... read more 01/02/2010 (1:33 pm)
Glow: How? Unless it's been changed in the past couple months, TorqueX has no selective Glow capabilities. The... read more 12/27/2009 (1:47 am)
Modified mouse cause movment on zaxis wile alt firing. It's in the Player.cpp file In ProcessMove(Move) of the Player it checks for JetJump. It's not t... read more 12/27/2009 (1:12 am)
Selection circle using a decal? I believe ScopeToClient() does that. But you may want a second opinion.... read more 12/15/2009 (6:12 pm)
Jetpack without source code? Also, if it's allowable based on version type, I can probably create a Binary in about 5 minutes tha... read more 12/15/2009 (1:11 am)
Jetpack without source code? Go into Scripts/Server/RocketLauncher.cs and remove the onAltFire function. So long as you don't ... read more 12/13/2009 (3:03 pm)
Camera movement normalized after scaling in overhead mode - RESOLVED Is this part of the RTS kit? If it is you should probably mention somewhere. Stock T3D does not ... read more 12/12/2009 (9:55 pm)
Creating a Roaming Wild Fire Another way I could think of it would be to create a Fire explosion Object, like a projectile, that ... read more 12/10/2009 (10:49 pm)
Multiplayer FPS: Is a lobby useful? I really think it depends as well on the style of game. If the game is designed where all players... read more 12/09/2009 (4:49 pm)
Could Garage produce a Total war / Empre building type game? If Programming/Scripting is only 20%, and you are speaking as if you have the art assets already, I'... read more 12/09/2009 (4:42 pm)
Jetpack without source code? You can, but then you cannot have Alternate Fire. For some reason the base source has both those ... read more 12/09/2009 (2:15 pm)
GPU locks up when moving camera around Particles - RESOLVED I've been having this issue, but noticed it's not happening on both computers. It seems it may ... read more 12/07/2009 (11:20 pm)
AI flying vehicle?? Sure thing Marcus, my email is tilanguna@hotmail.com . It would probably be easier with your files. ... read more 12/07/2009 (4:37 pm)
AI flying vehicle?? Sorry for not replying sooner, have been working on some other issues. I will check out that resourc... read more 12/07/2009 (10:33 am)
Luminosity mapping http://www.torquepowered.com/community/forums/viewthread/106963 This should explain the existing ... read more 12/06/2009 (2:45 pm)
Getting a basic Splitscreen Ok, so more tinkering has got me more information. With PostFX disabled, the only Incorrect secti... read more 12/06/2009 (2:35 pm)
Screen Flickering Lockup crash Ohh ok. That explains why it locks up sporadically for me. I have a large Flamethrower testing e... read more 12/06/2009 (2:04 pm)
Screen Flickering Lockup crash New Error: in engine\source\gfx\d3d9\gfxd3d9device.h(43) D3DERR_OUTOFVIDEOMEMORY out of video ... read more 12/06/2009 (1:33 am)
Screen Flickering Lockup crash Frightening Updates: It also seems that over the span of 3 hours my framerate goes from 160 to 10... read more 12/06/2009 (1:02 am)
Getting a basic Splitscreen Thanks Tom, I may update this thread over the next few weeks then with issues I'm running into. It'... read more 12/05/2009 (1:13 pm)
Where are the tutorials? there's tons of stuff here http://www.torquepowered.com/documentation/torque-3d . Lots can be done w... read more 12/05/2009 (9:57 am)
AI flying vehicle?? yup, i think i can handle that. Is there a new class for the flying ai ? Hopefully others can joi... read more 12/05/2009 (9:36 am)
AI flying vehicle?? I can give it a shot. Do you have a description of the bug.... read more 12/04/2009 (6:09 pm)
T3D 1.1 FMOD functionality in T3D 1.0.1? This is currently possible. I'm not 100% sure what all the requirements are but if you read the loa... read more 12/04/2009 (5:49 pm)
Getting a basic Splitscreen That makes sense. And gets me going in a forward direction too :). Thanks I'm checking it out.... read more 12/04/2009 (4:47 pm)
AI flying vehicle?? @Marcus That would be great if you can add it as a resource.... read more 12/04/2009 (4:28 pm)
subsurface scattering It can. There are built in properties not shown to the Material Editor that affect Subsurface Scatt... read more 12/04/2009 (4:07 pm)
AI flying vehicle?? I'm curious about this as well. I was thinking the path idea might do it, is there any other solutio... read more 12/04/2009 (2:54 pm)
How to get a AIBot to follow a path ? Ok, i added that code into the mission file, now the bot stands there and faces the player no matter... read more 12/01/2009 (1:04 pm)
How to get a AIBot to follow a path ? Thanks Yuri, I will give it a try. Where would i put this code, same place as i put the previous ... read more 12/01/2009 (10:02 am)
multiusers problem in T3D Press Tilde(~) or apparently @ on those crazy british keyboards and bring up the console. The con... read more 11/28/2009 (8:21 pm)
How can I mount renderShapeExample? I'm not quite sure on mounting objects to mounted objects. It looks like you would need to use Moun... read more 11/28/2009 (6:39 pm)
How can I mount renderShapeExample? There is both a MountObject() code function, and a mountImage() script function. The second functio... read more 11/28/2009 (5:58 pm)
Forest Kit Animated trees with wind force? Its pretty straight forward, drop a wind emitter, and the tree's start moving.... read more 11/28/2009 (11:56 am)
*Half Solution*[BUG 1.0.1] Particle Data not saving correctly I figured out the issue with #2. in Pack and Unpack data in Particle.cpp the variable inheritedVe... read more 11/27/2009 (4:15 pm)
Mapping Materials Yeah I sometimes forget to do that too, but the issue I mean is toggling Glow doesn't even show up i... read more 11/24/2009 (12:57 am)
Mapping Materials Awesome, yeah, my issue was I was mapping it to the Mesh, like TorqueX does. Now that I've mapped i... read more 11/23/2009 (10:04 pm)
values in ProcessTick not consistent PrepRender worked wonderfully. It is almost exactly how I want. The Reticles should not interfer... read more 11/22/2009 (4:28 pm)
values in ProcessTick not consistent It's a function on the player that calls an UpdateReticle() script function, so that I can adjust wh... read more 11/21/2009 (7:01 pm)
values in ProcessTick not consistent It's just a basic targetter, which will match per pixel the the actual location it will hit. I am u... read more 11/21/2009 (4:45 pm)
values in ProcessTick not consistent I've solved it somewhat, I'm currently checking for the client object, using isClientObject() before... read more 11/21/2009 (2:36 pm)
values in ProcessTick not consistent Just as a clarification, when comparing a the Client and Server versions, would the Client version b... read more 11/20/2009 (6:44 pm)
values in ProcessTick not consistent If two objects are created for a player, is there asimple way to distinguish client version from ser... read more 11/20/2009 (6:21 pm)
values in ProcessTick not consistent Damn, that would have simplified things, put an Echo in script on any AI spawns and none were called... read more 11/20/2009 (6:05 pm)