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Josh Moore's Forum Posts

Thread Post Date Posted
TSE Update - Milestone 3 release You can still use particle splashes, but not actual Splash effects(the 3D ripple/ring effect that on... read more 04/11/2006 (8:59 am)
New to shaders TSE supports planar reflection and cube mapping. For a weapon(sword/blade), you'll want to use cube ... read more 04/11/2006 (8:51 am)
TSE Update - Milestone 3 release Splashes are not particles, they are a seperate effect class. My guess is that GG doesn't want to po... read more 04/11/2006 (8:47 am)
How to get mounted image glow in MS3 I think you need to add an extra render image thing rather than just flagging glow on the current on... read more 04/11/2006 (8:45 am)
Mounting animated models to a vehicle. [code]%vehicle.mountObject(%dish, %slot);[/code]... read more 04/11/2006 (4:58 am)
MS4 within a few months Thank you for doing all of us such a huge favor.... read more 04/04/2006 (3:22 am)
MS4 within a few months I was pretty sure that you did read it, I worded it like that to make a point. And yes, TSE is ta... read more 04/03/2006 (3:48 am)
MS4 within a few months [quote]*TIME* is of essence here.[/quote] Is it really? If so, you should probably get working on... read more 04/03/2006 (3:21 am)
Motion Blur Adding velocity to the TS shape instance nodes wouldn't be that hard, but you'd still want it sepera... read more 04/01/2006 (2:47 pm)
MS4 within a few months I think the main point here is that TSE still being in EA is [b]not[/b] stopping you from making you... read more 04/01/2006 (10:58 am)
Reloading You need to make sure you're using the scripted inventory system correctly. After a clip is loaded, ... read more 04/01/2006 (8:51 am)
Gore? It shouldn't lower the frames at all, as long as you keep the particle count down. The real trick fo... read more 04/01/2006 (8:38 am)
Gore? Use particle effects. Edit: If you need your gore FX to 'bleed' from a certain bone/node on your ... read more 04/01/2006 (8:26 am)
Zero Alliance It's been done.... read more 03/30/2006 (6:02 pm)
Destructable walls It should work perfect for destructable walls. :P... read more 03/28/2006 (3:48 am)
Destructable walls StaticShape.cs: [code] function StaticShapeData::onDestroyed(%data, %obj, %prevState) { %ob... read more 03/27/2006 (11:47 am)
In real need of help [url]http://www.garagegames.com/products/52[/url] [url]http://www.garagegames.com/products/75[/ur... read more 03/27/2006 (11:31 am)
Destructable walls Sven: It can be done with stock StaticShapes, you shouldn't need any hacky work-arounds with invisib... read more 03/27/2006 (11:07 am)
Destructable walls Do not use Items for destructable walls unless you have a really good reason to. StaticShapes are pr... read more 03/27/2006 (10:35 am)
Motion Blur Tom brings up a good point with skinned meshes: ThreeSpace bones/nodes don't have any velocity infor... read more 03/26/2006 (5:46 pm)
Blurred Text in text windows Help I checked out a fresh version of HEAD 3 days ago and have the font bug. I have a much older version ... read more 03/25/2006 (11:18 pm)
Motion Blur I've been looking over the PO "Crowd Test" video and, FYI, they are definetly using render-to-textur... read more 03/25/2006 (9:23 pm)
MountObject VS MountImage Items are ShapeBases so, in theory you should be able to mount object/images to them, and mount them... read more 03/24/2006 (1:34 am)
Dynamic Waterblocks, is it possible. You can create water blocks on-the-fly, but I don't think the script fields will update when you cha... read more 03/23/2006 (2:18 am)
Vehicle Turrets? You can mount the Paul Dana turrets just like any other shapeBase object. [code] %vehicle.mountObj... read more 03/23/2006 (12:24 am)
FxShapeReplicators acting up (again) You could try moving the replicator start up from clientCmdMissionStartPhase3 to sceneLightingComple... read more 03/22/2006 (12:34 pm)
Camera on rails The [i]stock[/i] pathed camera will do exactly this. Check out the demo scripts for an example on ho... read more 03/21/2006 (9:00 pm)
Favorite FPS games and why Halo, Halo 2, and the Riddick game for consoles(XBox). On the PC, I'd have to say Battlefield and Da... read more 03/19/2006 (2:33 am)
Render: laser with 'persistence of vision' effect I suggest using TSE for this stuff. You can do all kinds of render-to-texture and shader effects in ... read more 03/19/2006 (1:37 am)
multiple actionMap binds to one function Ah thanks for clearing that up. I was indeed missing something! ;)... read more 03/16/2006 (3:29 pm)
multiple actionMap binds to one function Tom: I don't know what's up with the while() loop you have in that script, but, unless I'm missing s... read more 03/16/2006 (3:16 pm)
2 Advanced Cameras??? I ment that it was screwy in that it sends way too much information over the network, sorry.... read more 03/15/2006 (11:00 am)
Some doubt about NetObject And Ghosting Torque 2D doesn't have any real time, server-client networking model at the moment. [url=http://t... read more 03/15/2006 (6:01 am)
Port fxShapeReplicator from Mantis The foliage relicator is now in HEAD. Download a feash copy and check it out! ;)... read more 03/15/2006 (12:40 am)
Valid Server Object Transform? OnAdd is called on the server [i]and[/i] client, FYI. And in the scene object onAdd, there's no spec... read more 03/15/2006 (12:36 am)
Player Conforming Problems... You probably just made a small error, which happens alot if you're not used to messing with the sour... read more 03/15/2006 (12:32 am)
Jill Ragdoll In Player.h, find: [code] NumExtraActionAnims = [/code] and set it to 200 or something else hi... read more 03/15/2006 (12:30 am)
Patch: Shape-less ShapeBaseImageData Sweet, this'll be really usefull to some people. You should probably submit this as a true resource ... read more 03/15/2006 (12:15 am)
2 Advanced Cameras??? You're correct, the 2 cameras are just the 2 seperate instances of the camera on the server/client. ... read more 03/15/2006 (12:13 am)
Quick simgroup loading question I didn't bother reading this whole post(sorry), but I'm pretty sure something like this would work f... read more 03/15/2006 (12:07 am)
TSE ready for project? There was a resource a [b]long[/b] time ago for adding hitboxes(collision box for each body part) to... read more 03/15/2006 (12:02 am)
Some doubt about NetObject And Ghosting T2D does not have any ghosting or real time networking. If you require RT networking, there's a TDN ... read more 03/14/2006 (11:58 pm)
Adding a crouch to players for FPS [url=http://search.garagegames.com/search?q=crouch&btnG.x=0&btnG.y=0&btnG=Go&ie=&site=GarageGames&ou... read more 03/14/2006 (6:46 pm)
PC Too Fast? [url=http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_13118,00.html]You need to ... read more 03/12/2006 (12:41 am)
Vehicle eye and camera not working right, straight from the sdk Rick: Are you controlling the vehicle like [code]%player.setControlObject(%vehicle);[/code] or [c... read more 03/11/2006 (2:58 pm)
TSE ready for project? Christian: It sounds like you can start development on your game in TSE's current state, as it doesn... read more 03/09/2006 (7:42 am)
Tse And Dx10 This question is moot. DX10, Vista, and DX10 compatible video cards aren't even out yet. So why ask ... read more 03/08/2006 (11:21 pm)
WeatherLightning vs. Lightning Yeah, I just took a quick look at the source when starting my TSE lightning project. If you're makin... read more 03/07/2006 (9:05 am)
Torque Compatible with Windows 64 Edition No it doesn't. [url=http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_13118,00.ht... read more 03/06/2006 (11:19 pm)
WeatherLightning vs. Lightning Take a look at the source! From the quick look I took, WeatherLightning is made to work with the Sky... read more 03/06/2006 (9:06 pm)