Guimo's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Cant find the onMountVehicle function | I guess this should gop to the TGE forums instead... sorry :P Guimo... read more | 04/19/2007 (4:18 pm) |
| Lowest nvidia and ati TGEA1.0.1 compatible video card? | Radeon 9600 does support 2.0 shaders so it should work. I used it for one of my games and we targete... read more | 04/18/2007 (9:06 am) |
| Terrain Lighting | Im looking to set the light color to (1,1,1,1). That is... instead of rendering the terrain patches ... read more | 04/16/2007 (12:06 pm) |
| Atlas Hole Cutting Update? | Har! You are right! Post date was 2005!!!... I must be more careful while reading posts... :) Lu... read more | 02/28/2007 (11:08 am) |
| Atlas Hole Cutting Update? | Ben has posted in the TGEA forum that hole cutting will be available in the next TGEA update. Luc... read more | 02/27/2007 (11:29 am) |
| Atlas Hole Cutting Update? | Hi Bryce, Yes... that would be an option. The basic idea here is that you really can paint holes ... read more | 02/26/2007 (11:46 am) |
| Atlas Hole Cutting Update? | Hi, Of course collision will be a problem, but maybe you can add an area where collision is disab... read more | 02/23/2007 (12:50 pm) |
| Atlas Hole Cutting Update? | I really dont have the need of cutting holes in terrain for my game (its a space game) but, instead ... read more | 02/19/2007 (6:50 am) |
| Tgea Rc1 Release | I really hope GG reconsider the launch date (Feb 15) and sticks to solve bugs and moving into RC2 RC... read more | 02/12/2007 (2:25 pm) |
| TGEA MS 4.2 Release | "we'll get to them for RC1 which we're hoping we can get to you in a week or two" Its been two we... read more | 02/06/2007 (6:41 am) |
| FLyingVehicle: how to make it stationary upon command? | First, create an inertiaFactor attribute in the flyingVehicle datablock. The inertia factor is a flo... read more | 01/26/2007 (7:18 am) |
| TGEA MS 4.2 Release | "we'll get to them for RC1 which we're hoping we can get to you in a week or two" Promise??? :) ... read more | 01/23/2007 (4:30 pm) |
| TGEA MS 4.2 Release | I saw this first! Downloading!... read more | 01/23/2007 (4:18 pm) |
| Flying Vehicle Datablock: Ascending | Edit the UpdateForces method and remove references to gravity for the flyingVehicle. Do it carefully... read more | 01/22/2007 (11:53 am) |
| FLyingVehicle: how to make it stationary upon command? | I did something similar but my solution required creating an inertia factor attrobute in the datablo... read more | 01/22/2007 (11:50 am) |
| TGEA Particles versus TGE Particles | If you are rendering from a single texture, may I assume you are using point sprites? Is so, would... read more | 01/17/2007 (11:29 am) |
| TGEA Particles versus TGE Particles | I'm no expert on this but... would it be possible to merge this API to Torque? http://www.particl... read more | 01/16/2007 (8:16 am) |
| Getting to setup TSE | You can survive with the Warnings, but for the error (not finding the dll) you must set the path of ... read more | 12/29/2006 (12:23 pm) |
| Torque Networking Speed | Hi all! By following your suggestions I duplicated the Vehicle class and the FlyingVehicle class ... read more | 12/27/2006 (7:26 am) |
| Torque Networking Speed | Hi Ben, I dont think your message was hostile at all, unfortunately truth has always a sharp edge... read more | 12/25/2006 (8:15 pm) |
| Torque Networking Speed | Stephen Thanks for the clarifications. Except Im not using flyingvehicles as projectiles. Im usin... read more | 12/25/2006 (9:01 am) |
| Torque Networking Speed | @William In fact I've just found an excellent tool to help tracking everything. Look at this in you... read more | 12/24/2006 (8:57 am) |
| Torque Networking Speed | Hi all, thank you for your posts! @Bryce: -------------------------------------------------------... read more | 12/22/2006 (12:49 pm) |
| Torque Networking Speed | Thanks Stephen! I'll do it. Stefan... 12x50 means 600 projectiles each second? As I said in m... read more | 12/14/2006 (12:17 pm) |
| Torque Networking Speed | Hi Stephen, I completely understand the problem and the cause, you don't have to detail it. My pr... read more | 12/13/2006 (2:49 pm) |
| Torque Networking Speed | HMMMM... not as easy to do... this new object should stay located at the fire position and each indi... read more | 12/13/2006 (11:45 am) |
| Torque Networking Speed | @Jacob - The problem in this case is not rendering the objects. 100 rounds (with full particles) are... read more | 12/13/2006 (7:20 am) |
| ReadPacketData/writePacketData | @Stefan Thanks... I've updated both and tested in a network. It works fine. @Gary Thank you ver... read more | 10/16/2006 (1:28 pm) |
| ReadPacketData/writePacketData | I finally solved using the packUpdate/unpackU'pdate but still not sure about the difference of both ... read more | 10/16/2006 (1:02 am) |
| ReadPacketData/writePacketData | Hi, I dont know if this has something to do but in the Vehicle class the readPacketData/writePacket... read more | 10/15/2006 (11:05 pm) |
| Which Script Editor to use? | After trying many editors, I'd go for Torsion. Luck! Guimo... read more | 09/27/2006 (12:23 pm) |
| HELP! I dont want flyer to dive/climb | Ive been studuing the Torque engine and feel more comfortable now. As Im making a space game, its... read more | 09/26/2006 (10:56 am) |
| FlyingVehicle maxSpeed | After long study of the code, I found this: A. As suspected, the preload method is executed once ... read more | 09/26/2006 (7:41 am) |
| Tlk Guiobjectview | Thanks! I hope it gets out before the final release. Luck! Guimo... read more | 09/26/2006 (7:30 am) |
| I have several questions about TGE/TSE. | Check www.molebox.com Luck! Guimo... read more | 09/23/2006 (10:52 pm) |
| Vehicle Decal | My real requirement is one or more squares that fly with the ship and present a texture over it (an ... read more | 08/12/2006 (2:07 pm) |
| Flying Vehicle Models - Required Nodes | I think it is mora a problem with the bounding box. In order to prototype I'm currently using the Wa... read more | 08/12/2006 (9:51 am) |
| Problem wih advanced camera | OK, I managed to solve the problem... I posted a simple solution to the Advanced Camera resource thr... read more | 08/12/2006 (9:48 am) |
| Problem wih advanced camera | Hi Stephen, I understand that but in many cases a lot of code has been integrated into Torque. I'... read more | 08/09/2006 (9:24 pm) |
| Advanced Camera implementation problem | I have just that problem. The camera if flying from the startup point to the position above my chara... read more | 08/09/2006 (2:39 pm) |
| Problem wih advanced camera | I placed a lot of objects floating at 20 units distance of the ground. I can confirm now that it is ... read more | 08/09/2006 (9:42 am) |
| Problem wih advanced camera | Hi Burning... 3 seconds... when I change the camera for a normal flying camera and then wait 3 se... read more | 08/08/2006 (8:40 am) |
| HELP! I dont want flyer to dive/climb | I forgot the rest of the message :) As you mention, Ive tried many configurations for the flying ve... read more | 08/08/2006 (8:06 am) |
| HELP! I dont want flyer to dive/climb | No... I managed to remove the air bite so the vehicle turns horizontally but won't bank left or righ... read more | 08/07/2006 (11:13 pm) |
| Problem wih advanced camera | I applied the fixes but none seems to work. But I guess there must be some way to do it. Hope any... read more | 08/07/2006 (11:09 pm) |
| FlyingVehicleData | I loaded my script using the buggy.dts (aerobuggy) and everything worked fine. Looks like effectivel... read more | 07/13/2006 (12:05 pm) |
| FlyingVehicleData | Thanks Caleb, I tried to load it directly and again it failed. I loaded it as a StaticShapeData dat... read more | 07/12/2006 (1:47 pm) |
| RTS Kit Architecture | Nobody? Was this a bad place to ask? Luck! Guimo... read more | 06/06/2006 (12:15 pm) |
| WinConsole | Nuff said... console works fine...... read more | 05/25/2006 (11:08 am) |
| Moving my game to Torque | I found there is a resource in order to access a Oracle database using an ODBC driver. I was trying ... read more | 05/15/2006 (1:01 pm) |