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) |