Jeff White's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Implement attack by throwing a punch | A simple hack is to use an invisible 'weapon' that fires a very slow, short lived, and invisible pro... read more | 10/19/2006 (11:11 am) |
| TSE Lighting System Q&A | Saw a comment in sgDecalProjector: "// this is a joke right (no Point3F support)?!?" Stream handl... read more | 09/07/2006 (10:59 pm) |
| AIPlayer::Chase function in C++ Code | It is very possible that you don't have the toolbar open that has the combo. Here are the steps u... read more | 06/28/2006 (9:27 pm) |
| AIPlayer::Chase function in C++ Code | There is a combo box at the top of Visual C++ 6.0 that probably lists"Win32 Debug". Change that to ... read more | 06/28/2006 (11:04 am) |
| How can I check for "movement keys pressed" (w,a,s,d) ? | Yes, it has been my experience too that they don't always report as true zero.... read more | 06/27/2006 (10:19 pm) |
| How can I check for "movement keys pressed" (w,a,s,d) ? | While monitoring the input may be the best way, it looks like it is possible to tie into the Player:... read more | 06/27/2006 (8:22 pm) |
| Complete MMORPG Development Guide | Registered as MadDugan... read more | 06/26/2006 (2:11 pm) |
| Fresnel Effect | TSMesh::render is where actual triangles get sent to opengl for most shapes (terrain & interriors ar... read more | 06/26/2006 (1:36 pm) |
| Playing midi | Using google, I came across PortMidi. http://www.cs.cmu.edu/~music/portmusic/ It seems to be c... read more | 06/21/2006 (8:07 pm) |
| Which is your target OpenGL version? | Here is a short list of things that I considered when choosing to require 1.4+ Opengl compatibility.... read more | 06/19/2006 (12:49 pm) |
| EXT_vertex_buffer | I completely ripped the EXT_vertex_buffer path out of my code base to help reduce code size and fewe... read more | 06/18/2006 (10:42 pm) |
| Screenshot | In game.cc in void GameInit() add: [code] Platform::createPath ("screenshots/"); [/code] to... read more | 06/16/2006 (2:05 pm) |
| Condensing the Progress Bar | In \common\client\missionDownload.cs In function clientCmdMissionStartPhase3(%seq,%missionName) ... read more | 06/16/2006 (1:19 pm) |
| Condensing the Progress Bar | Yes, modified original post.... read more | 06/16/2006 (12:01 pm) |
| Condensing the Progress Bar | Here is the way I have it working: in \client\scripts\missionDownload.cs in function onPhase1P... read more | 06/16/2006 (11:23 am) |
| Render Order? Rendering an object last? | I think I found the solution while looking into something else. Turns out, only translucent objec... read more | 06/10/2006 (12:18 am) |
| How to i download previous versions of TGE sdk ? | Do you have a 'PB' directory in what you downloaded previously?... read more | 06/05/2006 (12:50 pm) |
| CMDscan.l fix for block comments | Thanks Tom. For anyone interested, it is possible to take the above changes and roll them directl... read more | 06/05/2006 (12:43 pm) |
| Render Order? Rendering an object last? | The fact that you had the render order issue means that you knew to add the following, but I am show... read more | 05/24/2006 (6:52 pm) |
| Render Order? Rendering an object last? | I did find a bug in the code I posted The following should be changed [code] if(mDataBlock && m... read more | 05/23/2006 (9:41 pm) |
| Render Order? Rendering an object last? | Not sure if this would help, but is it possible to get what ever is exporting your arrow selection m... read more | 05/23/2006 (4:33 pm) |
| Render Order? Rendering an object last? | In order to get it on top, you will need to disable the depth test. E.g. glDisable(GL_DEPTH_TEST); ... read more | 05/22/2006 (10:19 pm) |
| Render Order? Rendering an object last? | If the targeting object is a separate object, then you should be able to set the sortType in ::prepR... read more | 05/22/2006 (8:47 pm) |
| IFL Animation Performance | Are the textures in the IFL animation very large? Maybe performance impact is because of too mu... read more | 05/16/2006 (10:23 am) |
| Dynamically changing Materials | This is untested, but does this work? [code] %myGrassMaterial = new Material(grass2) { base... read more | 05/10/2006 (9:50 am) |
| Swinging my sword | Does your character have a swing animation?... read more | 04/21/2006 (10:55 am) |
| Problems with compiling TSE with VC++6 | A quick search with google brings up this which seems to apply to Directx 9 issues with VC 6: htt... read more | 03/28/2006 (10:59 am) |
| Dynamic Positioning of GUI Elements | I would suggest just having the un-used buttons displayed as disabled/ greyed out. From an end-user... read more | 03/24/2006 (2:20 pm) |
| Favor Request To Someone With Max | For anyone interested in where these models came from, they and more can be found at: http://www.... read more | 03/10/2006 (10:13 am) |
| Platform::getWorkingDirectory problems | Right... read more | 03/02/2006 (5:15 pm) |
| Platform::getWorkingDirectory problems | In Platform.h [code] static bool setWorkingDirectory(const char *cwd_buf); [/code] in winFilei... read more | 03/02/2006 (1:59 pm) |
| Universal Binary | Last night, I went ahead and moved my code base over to a dual-core based mac and the road block I ... read more | 02/27/2006 (2:03 pm) |
| Universal Binary | I did a quick test using an empty project and all the interface does is change it to "ppc i386', as ... read more | 02/26/2006 (6:25 pm) |
| Universal Binary | Modifing the 'architectures' seems to be all that is needed. [image]http://developer.apple.com/d... read more | 02/26/2006 (4:29 pm) |
| Universal Binary | Have you checked Apple's developer section on Apple's site? [url=http://developer.apple.com/docum... read more | 02/26/2006 (12:09 pm) |
| Simple dts question | Take a look at the ShapeBase class. You should be able to subclass it and then override ShapeBase::... read more | 02/25/2006 (12:55 pm) |
| Script $array.count ? | If my understanding of the console array is correct, then they aren't really creating arrays, but us... read more | 02/25/2006 (12:32 am) |
| Particles Dissapearing when their source goes off-screen | This resource: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9643 dea... read more | 02/21/2006 (2:08 pm) |
| Poof* Gone? O_o | You mght either be setting the camera's initial position to match the players, or maybe interpolatio... read more | 02/13/2006 (2:32 pm) |
| Mouse-Over Events on buttons | In guiButtonBaseCtrl.cc [code] void GuiButtonBaseCtrl::onMouseEnter(const GuiEvent &event) { .... read more | 02/10/2006 (12:28 pm) |
| Detect if any key is pressed | If script, one way and maybe not ideal is to set up bind maps for 0-9 [code] // bind for key 0 ... read more | 02/10/2006 (11:38 am) |
| Mission Types | Try using the 'onMissionLoaded()' function in game.cs to load the specific functionality based on in... read more | 02/10/2006 (11:19 am) |
| Ddx and ddy not available? | Ddx & ddy are only available in [b]ps_2_x[/b] pixel shaders and greater. If your card doesn't suppo... read more | 07/16/2004 (10:07 am) |
| Brick Shader | I believe, in ps_1_x, as the message states, all texture coordinates are clamped, which means passin... read more | 06/27/2004 (11:39 am) |
| Brick Shader | Also consider one of the 3rd party shader tools from ATI (Render Monkey) or Nvidia (FXComposer). Li... read more | 06/27/2004 (9:19 am) |
| TSE interior render questions | I was experiencing the same issue with interiors exported from Quark 6.4 Alpha. Turns out I had use... read more | 06/25/2004 (11:00 pm) |
| Cannot map expression to pixel shader instruction set | Here is some information I found on Microsoft's MSDN site: [URL]http://msdn.microsoft.com/library... read more | 06/23/2004 (9:16 pm) |
| MilkShape Half-Life/CS model animation | For anyone else interested (Since this thread is 6 months old), another way is to export out to Milk... read more | 01/06/2003 (8:36 pm) |