Paul /*ilys*/ Symeou's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Hack Torque | Quick and easy way, change the DSO version. That will prevent older compiled scripting to work. Con... read more | 10/06/2009 (9:53 am) |
| Laser Sight | A minor change you can make in case you use a different slot; Change: [code] shape->getMuzzl... read more | 10/06/2009 (8:32 am) |
| Laser Sight | You could use something along the lines of this: [code]void volumeLight::renderGL(SceneState *sta... read more | 10/05/2009 (6:04 pm) |
| Road Decal Textures... | [quote]his modifications *should* all be inside the decal class[/quote]They are still part of the de... read more | 10/01/2009 (10:47 am) |
| Road Decal Textures... | Ron Nelson has done a resource that does a pretty good job at wrapping decals to a non-flat surface,... read more | 10/01/2009 (8:47 am) |
| Road Decal Textures... | They do two different things. Daniels code fades the decal, my code changes the colour of the decal.... read more | 09/30/2009 (6:43 pm) |
| Road Decal Textures... | Remember to change "void renderDecal(); to "void renderDecal(SceneState* state);" in ... read more | 09/30/2009 (5:09 pm) |
| Road Decal Textures... | After trying every method of fogging in TGE, it would appear the FogCoord method is the easiest to g... read more | 09/30/2009 (3:25 pm) |
| Road Decal Textures... | Indeed it is a five minute fix, but the colour still eludes me. Setting the texture colour or the ve... read more | 09/30/2009 (8:22 am) |
| Road Decal Textures... | The problem with fog and decals is it needs to check all four corners and apply the needed fog colou... read more | 09/28/2009 (10:43 am) |
| [Fixed]DetailTexture Glowing Squares Bug | When using the newer terrain LM with TGE 1.5.2, the bumpmap will stop rendering depending on the ang... read more | 07/10/2009 (2:59 am) |
| [Fixed]DetailTexture Glowing Squares Bug | Also, if you try to use the terrain bumpmap texture feature you'll need another "fix". I f... read more | 07/09/2009 (6:09 am) |
| [Fixed]DetailTexture Glowing Squares Bug | The easiest way around this that I have found is to comment out the detail texture overbright code i... read more | 07/08/2009 (2:10 pm) |
| How do I determine the dimensions of a .jpg file that I want to display | Try this; [code]function ChallengeBaton::onCollision( %this, %obj, %col ) { $currentPic = &q... read more | 02/19/2009 (2:44 am) |
| How do I determine the dimensions of a .jpg file that I want to display | You should be able to use "obj.resize(x,y,w,h);" or "obj.setExtent(w,h);" to set... read more | 02/18/2009 (10:44 am) |
| How do I determine the dimensions of a .jpg file that I want to display | The problem is the time it takes to set mTexHandle. This is not done before the control awakens, so ... read more | 02/17/2009 (3:50 am) |
| How do I determine the dimensions of a .jpg file that I want to display | Since this is in the private forum, I assume you have access to the source and you are using TGE 1.5... read more | 02/16/2009 (7:35 am) |
| Minimize and restore GUIwindowctrl | I've done this before in TGE, but it requires code changes to GuiWindowCtrl.cc and GuiWindowCtrl.h. ... read more | 09/27/2008 (4:11 am) |
| RestartInstance works? | My only problem is Mac and Linux. I have absolutely no programming knowledge on either platforms, an... read more | 07/17/2008 (8:05 am) |
| RestartInstance works? | Actually, it is possible to pass the command line arguments to the child process. In winWindow, use... read more | 07/17/2008 (7:42 am) |
| Windowed Fullscreen Mode | Glad to be of service :)... read more | 07/14/2008 (1:50 am) |
| Windowed Fullscreen Mode | [b]platformWin32/winWindow.cc, line 751[/b] add [code] case WM_SIZE: Platform::se... read more | 07/13/2008 (11:24 pm) |
| Windowed Fullscreen Mode | Generally speaking, using a WS_MAXIMIZEBOX window style will add the maximize/restore button to the ... read more | 07/12/2008 (2:23 pm) |
| Item creation problem | Use "static = true;"... read more | 06/17/2008 (1:27 pm) |
| Torque 1.5 has bump mapping on terrain? | This is a sort of software DOT3 bumpmap rendering. It does not use any hardware or OpenGL ext's to r... read more | 08/09/2007 (8:08 am) |
| Why doesn't this simple torquescript work? | Not everyone is in the same timezone :)... read more | 05/17/2007 (3:05 am) |
| Why doesn't this simple torquescript work? | The bind %val changes for key down and key up. [code] function reverseMouse(%val) { if(%val) ... read more | 05/16/2007 (11:20 pm) |
| Making weapon using Energy | That depends on how you've written the weapon scripting. You can either remove the ammo item datablo... read more | 05/16/2007 (3:53 pm) |
| FXShapeReplicator terrain shadows | Strange that fxShapeReplicator is causing ML time to increase, since DTS shapes use dynamic shadows.... read more | 05/16/2007 (10:07 am) |
| Making weapon using Energy | The weapon image datablock has specific settings for using energy [code] usesEnergy ... read more | 05/16/2007 (7:07 am) |
| Implement damage from another player landing on head? $50 reward | Obj.getWorldBox(); would get the same information as well, third word for bottom and sixth word for ... read more | 05/15/2007 (11:06 am) |
| Implement damage from another player landing on head? $50 reward | Oh, and you might want to check that both objects are player objects. [code] if((%obj.getType() &... read more | 05/15/2007 (10:56 am) |
| Implement damage from another player landing on head? $50 reward | Guess you could just check the z position of each object on the collision, one will be above the oth... read more | 05/15/2007 (10:40 am) |
| Torque 1.5 Download | And yet due to the amount of bugs that were introduced in 1.5.1 should they not let people use an ol... read more | 05/14/2007 (8:34 am) |
| Crashing on DirectInput | Try commenting out the two lines in playGui.cs to see if it still crashes.... read more | 05/13/2007 (11:03 am) |
| Determining a Player is airborne. | Ah, silly me, should have known that. Having a brain-fart of a day :)... read more | 05/04/2007 (9:29 am) |
| Determining a Player is airborne. | Hmm, Tim, do you not hit your own player container when searching without setting the search to igno... read more | 05/04/2007 (3:17 am) |
| Determining a Player is airborne. | [code]bool Player::isAirborne(F32 fudgefactor) { U32 mask = InteriorObjectType | TerrainObjectT... read more | 05/04/2007 (1:54 am) |
| Legends the Game, looking for new devs | Please note that Olaf is not a member of the Legends dev team, nor has any right to create this thre... read more | 03/19/2007 (1:44 pm) |
| Options dialog not working | Odd, I thought I remembered seeing the problem with the top part of the video options showing on all... read more | 02/02/2007 (2:16 pm) |
| Projectiles not colliding with player | Have you made sure your player code has a specific object type, and that the object type is referenc... read more | 01/09/2007 (7:11 am) |
| So what happened to CVS? | Probably would not happen legally.... read more | 01/09/2007 (4:16 am) |
| Do you have a TGE 1.5 Document? | Http://tdn.garagegames.com/wiki/Torque_Game_Engine http://tdn.garagegames.com/wiki/Torque/1.4/Whats... read more | 01/08/2007 (6:31 am) |
| AIConnect? | Hmm, have you made sure that you are using a binary with the AIWheeledVehicle2 code?... read more | 01/04/2007 (12:09 pm) |
| AIConnect? | The script compiles fine, got no errors here. What does the error say exactly?... read more | 01/04/2007 (10:57 am) |
| AIConnect? | You said taking out the erroneous close bracket, the error moved elsewhere, so I'd either need to se... read more | 01/04/2007 (8:43 am) |
| AIConnect? | Try pasting the whole script.... read more | 01/04/2007 (8:25 am) |
| AIConnect? | You have one too many close brackets, the one in the middle of the function before // $Bot1.follow... read more | 01/04/2007 (7:39 am) |
| How to do something with the wheels? | You can only add wheels and springs via script. You would need to add more binary code to be able to... read more | 01/04/2007 (6:41 am) |
| AIConnect? | OK, there is no need for the %i in the aiConnect calls. EDIT: [code]%botConnection = aiConnect("... read more | 01/04/2007 (2:46 am) |