Josh Moore's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Spotlight Masking | Sounds like something you would have todo with a custom class.... read more | 02/03/2006 (11:46 pm) |
| TSE History | Going by the TSE page, MS 3 is already(or almost) done! :o [quote] # Milestone 3 1. Fix Ma... read more | 02/02/2006 (9:07 pm) |
| How to Set object typeMask? | I think you can also define a type mask in script, but I don't know how off hand(datablock member ma... read more | 02/02/2006 (4:10 am) |
| New Water/Atlas Effects | Wow that last shot is amazing. I [i]can't wait[/i] to play with this. If you want a "Beta" tester or... read more | 02/02/2006 (3:19 am) |
| More realistic waters edge | Looks like a very cool effect. Does the water still have reflection and how does the effect look wit... read more | 01/31/2006 (11:36 pm) |
| Setting up Dynamic Lights | You'll really want to get the Lighting Pack if you want to use dynamic lighting(and have it look/wor... read more | 01/14/2006 (3:03 pm) |
| Animate Mounted Objects on TSTPRO | I don't believe it's possible in the show tool.... read more | 01/14/2006 (3:01 pm) |
| Projectile as a grenade. | My grenades work totaly fine with stock projectiles(well... stock physics at least).... read more | 01/13/2006 (11:49 am) |
| Hiding in the Shadows | Do what Stefan said.... read more | 01/12/2006 (10:26 am) |
| Per team player models | Yes! In fact, it's extremely trivial: [code] datablock PlayerData(ActorData) { shapeName = ... read more | 01/11/2006 (8:29 pm) |
| Merchant NPCs | Nothing publicly available, sorry.... read more | 01/11/2006 (3:11 pm) |
| Glow effect nearly invisible/drawing order issue? | Am I the only one that could tell it was part of the sky box?... read more | 01/11/2006 (2:26 pm) |
| Promotion/ad budget | $0 - $25,000,000 is about the marketing budget range for most games.... read more | 01/11/2006 (11:50 am) |
| Attention GG Employees! Is the shader engine multithreaded? | TSE's new terrain engine, Atlas, is streamed from hard disk in a seperate thread.... read more | 01/10/2006 (10:43 pm) |
| Script vs C++ code | [url]http://search.garagegames.com/search?restrict=forums&ie=&q=Script+vs+C%2B%2B&site=GarageGames&o... read more | 01/10/2006 (10:36 pm) |
| Putting player in prone position | You'll want to make an extra set of arm thread animations to work with the prone position. It works ... read more | 01/10/2006 (5:10 pm) |
| Merchant NPCs | I've used it and, IMO, it's hacky and buggy. But if you have [b]no[/b] experience with Torque, I gue... read more | 01/10/2006 (2:38 pm) |
| Glow effect nearly invisible/drawing order issue? | Ah very cool. [url=http://www.syncrage.de/html/images/shots01/Clash_05_1024x768_ss.jpg]This[/url] is... read more | 01/09/2006 (12:49 pm) |
| Flipbook animation | If you just want to swap textures, then an IFL animation would be ideal.... read more | 01/09/2006 (11:50 am) |
| Glow effect nearly invisible/drawing order issue? | I don't have anything to add, but... Wow! I really like that space ship. Looks damn nice.... read more | 01/09/2006 (11:42 am) |
| Pod Fighter Screenshots | I don't see anything.... read more | 01/08/2006 (11:15 pm) |
| Setting a variable with a schedule? | Oh, right... I have a function for that, too. :) [code]// // Set object member %foo of %obj to %... read more | 01/07/2006 (4:38 pm) |
| SetSkinName of Mounted Weapon | Umm.... I posted the MountImage console method, not setSkinName. Notice the fourth variabe: "SkinTag... read more | 01/07/2006 (3:22 pm) |
| Setting a variable with a schedule? | I wrote this function a while ago(along with a number of other "helper" script methods): [code] //... read more | 01/07/2006 (3:18 pm) |
| SetSkinName of Mounted Weapon | A quick search of the source and you have your answer: [code]ConsoleMethod( ShapeBase, mountImage... read more | 01/07/2006 (2:52 pm) |
| Climbing ladders, ropes, walls, etc. | Climbing things is something that should be done almost entirely in C++; maybe have some script cont... read more | 01/07/2006 (2:19 pm) |
| Memory Leak in particle engine | Wow! I'm thinking that this could of been the cause of the 400 mb mem leak we had in our game. Pe... read more | 01/06/2006 (12:30 pm) |
| Freeze scheduled calls | You can use $timeScale = 0; to totaly stop everything going on in the game(including schedules). ... read more | 01/06/2006 (11:41 am) |
| A curiosity... any T2D owners own TGE as well? | I own both TGE and TSE. Ricky: You can only buy TSE if you own TGE right now.... read more | 01/04/2006 (3:51 pm) |
| Despairing about TSE - not a flame | Kick ass!... read more | 01/03/2006 (3:56 pm) |
| Can TSE / TGE do relief mapping? | Yes, TSE can do relief mapping: [image]http://img447.imageshack.us/img447/2861/screenshot03700001... read more | 01/03/2006 (10:31 am) |
| Shadow class from scenobject | Wow this is some awesome work, Keep it up!... read more | 01/02/2006 (9:41 pm) |
| Configurable/Run-Time Material Gen | Maybe I'm not getting this right, but I [i]think[/i] you could load these special materials in a fun... read more | 01/02/2006 (9:26 pm) |
| Virus me think | Restart your computer and see if it persists.... read more | 01/02/2006 (8:39 am) |
| Mission selection does not switch main character | It is possible to load all the directories in your main directory using setModPaths if you wanted to... read more | 01/01/2006 (6:27 pm) |
| Tiridinaut weapons pack now 10 | @Nermin: I realise you guys didn't do the TSE stuff nor have messed with TSE. I was just hoping ther... read more | 01/01/2006 (5:37 pm) |
| Tiridinaut weapons pack now 10 | Yes it's too late to buy them for $10. Does anyone know about the TSE stuff for this pack? Were t... read more | 01/01/2006 (1:57 pm) |
| How to make swaying grass? | The foliage repliactor is in stock TGE. Open the World Editor and hit F4 then under the Environment ... read more | 12/30/2005 (8:11 pm) |
| Detecting when Mouse is over an Object... | I got this functionality working in a short amount of time by basicly copying what the Editor GUI do... read more | 12/30/2005 (9:44 am) |
| Remove 1st person | $firstPerson is a boolean that controls wether the world is viewed from first or third person. Note ... read more | 12/29/2005 (4:54 pm) |
| Tiridinaut weapons pack now 10 | I've also recieved my pack. Looked at all the models in TSTP and they are impressive. Now I just nee... read more | 12/29/2005 (4:16 pm) |
| Pathfinding libraries | Phil Carlisle's .plan makes me think that. It sounds like all the tech is in place, but they just ne... read more | 12/29/2005 (4:14 pm) |
| Pathfinding libraries | Well there's a few reasons: -As a learning experience. -I enjoy AI related coding. -The AI pack i... read more | 12/29/2005 (11:36 am) |
| Pathfinding libraries | I just wrote my own A* system and navigation mesh object(in C++). But pathfinding is only one part i... read more | 12/29/2005 (10:02 am) |
| Tiridinaut weapons pack now 10 | I just orded my copy. Not sure how/where I can download it from, but it says the transaction went th... read more | 12/29/2005 (9:19 am) |
| New Projects | Here's a direct link for ya: [url]http://www.garagegames.com/index.php?sec=mg&mod=project&page=submi... read more | 12/28/2005 (2:19 pm) |
| Grenade help | No, of course not. If you look at the crossbow script, you'll see that the projectile is created in ... read more | 12/28/2005 (9:43 am) |
| Scaling mounted weapons?? | I'm sure it's going to take some source modifications, but it's totaly possible. The weapons in [url... read more | 12/28/2005 (8:59 am) |
| Grenade help | Why don't you just use the [i]Projectile[/i] class for grenades? That's what I do in [url=http://ill... read more | 12/28/2005 (8:56 am) |
| Tge Vs Tse | When you say code, I assume you mean a custom C++ class or something like that. It should port ov... read more | 12/27/2005 (2:10 pm) |