Game Development Community

Walter Yoon's Forum Posts

Thread Post Date Posted
Stopping Default Player Animations [code]playThread(0, "fall");[/code] You're playing your sequences in thread 0. If I remember correc... read more 12/01/2007 (7:00 am)
Stopping Default Player Animations When exporting a custom animation, try setting its priority higher than 0.... read more 11/29/2007 (2:33 pm)
Character with Translucency problem Long time ago I think I had a similar problem in Blender; something about the Z-buffer order of the ... read more 11/18/2007 (12:57 pm)
TGE 1.5.2 Linux up on the product page I don't mean to sound ungrateful or anything, but is it just me, or is the "runtorque.sh" file missi... read more 08/01/2007 (4:52 pm)
Blender character causing crash There are several possible reasons; the Blender section of the forums has a [url=http://www.garagega... read more 04/09/2007 (5:43 am)
Linux support? Haven't had a chance to mess around with it yet much, but so far it seems to work under wine. The "F... read more 04/09/2007 (1:22 am)
Using a vector to change player facing Thanks for the help everyone; I didn't use any of the posted code, but reading it all enabled me to ... read more 03/10/2006 (9:24 am)
... @Joseph: Setting Debug to False seems to do the trick. Haven't run into any other problems so far.... read more 03/09/2006 (3:40 pm)
... I'm getting this console error whenever I try to run RC5: [code] Traceback (most recent call last)... read more 03/09/2006 (2:08 pm)
1.4 Graphical gliches? Using TGE 1.4. @ Tim In player.cc, look for this bit of code: [code] void PlayerData::getGroun... read more 02/19/2006 (11:12 am)
1.4 Graphical gliches? I think it has something to do with the "tilt the corpse to match the floor's angle" functionality. ... read more 02/19/2006 (10:22 am)
... The basics seem to work fine, but some of the extras have problems. - Sequence priority GUI probl... read more 01/24/2006 (7:48 pm)
... Is there any way to set the priority of a sequence?... read more 01/22/2006 (9:23 pm)
Model style question. The "realism" found in current cutting-edge FPS games isn't very real. It's more alon... read more 01/20/2006 (12:09 am)
... Does the exporter refer to the version of Python installed on the system, or the version of Python 1... read more 01/17/2006 (5:00 pm)
How can I use unicode? I don't know how to get unicode input working, but if you want to display unicode, you need to do tw... read more 01/10/2006 (2:45 pm)
Can't use unicode [quote]Whenever I do that, the demo locks up right after the GarageGames logo screen. I'm stuck with... read more 12/13/2005 (7:11 am)
Can't use unicode [quote]Second, you need to make sure your .gui file is saved as UTF-8.[/quote] Whenever I do that... read more 12/13/2005 (6:24 am)
Making 1.4 under MinGW command line That seems to work; thanks a lot. So to summarize, the steps needed to compile the stock TGE 1.4 ... read more 12/11/2005 (12:27 am)
Search Engine Broken I'm having the same problems too. In the meantime I'm getting around it by using Google with the "si... read more 12/10/2005 (6:04 pm)
How do I use fonttool So now I can save *.cs files in UTF-8 format? From the dev snapshot of the Korean Marble Blast, I wa... read more 12/07/2005 (9:15 pm)
Can't compile with TBE (Eclipse) [removed; managed to get Eclipse to compile, but still can't get a working executable due to unicode... read more 12/07/2005 (2:46 pm)
Canceling attack animations? @Rex: Using the default recoil framework should work fine if you're just using a few hand attacks th... read more 12/04/2005 (1:22 pm)
Canceling attack animations? This can be done through weapon states. I don't have any exact code handy, but a simple 3-hit combo ... read more 12/02/2005 (9:43 pm)
Need help with recoil and look animations. (screenshots) @Jove: Glad to see that it's working, though it's strange that you'd need to use Blender version 2.... read more 08/20/2005 (6:36 am)
Question about NumStateBits in player.h Well, earlier I did find another NumStateBits definition in shapeBase.h, but it wasn't clear to me w... read more 08/18/2005 (5:06 pm)
Blending animation in Blender possible? [quote]Thanks for the "hack" - shouldn't we call it 0.8.7.1 ??? :)[/quote] I'm not the original a... read more 08/15/2005 (6:01 am)
Need help with recoil and look animations. (screenshots) @Jove: Here you go. Boxman with simple root, look, and recoil sequences. [url=www.flyingserpent.com/... read more 08/15/2005 (2:37 am)
Blending animation in Blender possible? I tracked down a bug with my hack that was causing the last Blend frame to be exported under certain... read more 08/14/2005 (2:57 am)
Need help with recoil and look animations. (screenshots) EDIT: I tracked down the bug with my hack that was causing the last Blend frame to be exported unde... read more 08/13/2005 (11:43 pm)
Need help with recoil and look animations. (screenshots) The standard Blender exporter creates the root animation based on the _unrotated_ null rest position... read more 08/12/2005 (1:15 am)
Why do transitions not work with blends? [quote]In laymens' terms. I would like the player to be running and holding a pistol/single-handed w... read more 08/02/2005 (12:56 pm)
Blending animation in Blender possible? Here's a messy hack to make the Blender DTS exporter create Blends in a similar manner to the 3DSMax... read more 07/03/2005 (10:45 am)
Best Hand to Hand Combat you've seen in a game Die By the Sword totally _ruled_. I used a big-ass analogue joystick for sword control; wrenching th... read more 06/22/2005 (8:46 am)
Sequences embedded in a DTS? In the DTS Exporter configuration screen: "Export Sequences" should be ON. "DSQ" should be OFF f... read more 06/15/2005 (12:32 am)
AdvancedCamera Question I'm working with OrbitMode, so unfortunately just resetting the offset doesn't give me suitable resu... read more 06/09/2005 (2:46 pm)
AdvancedCamera Question Well, I guess I'm halfway there. Working from this [url=http://www.garagegames.com/mg/forums/result.... read more 06/09/2005 (12:47 am)
Covered it before, lets cover it again... At least John Carmack of id Software [url=http://slashdot.org/comments.pl?sid=151312&cid=12701745]ha... read more 06/08/2005 (11:37 pm)
Is T easy to use to make a First Person Fighting game? For melee combat, I strongly advise researching an old Bungie game called "Oni". The game's pacing i... read more 06/08/2005 (11:23 pm)
Scope confusion I had a similar problem. I'm not sure that this is the best way (I'm not completely familiar with ho... read more 06/08/2005 (1:32 am)
AdvancedCamera Question I'd much appreciate a sample too; my attempts at manipulating $advCamera::Yaw, Pitch, etc don't seem... read more 06/07/2005 (1:50 pm)
AdvancedCamera Question Is there any way to adjust OrbitMode so that whenever it is activated, it is initially facing the sa... read more 06/06/2005 (11:21 pm)
Compiling Torque with Eclipse Installed the TBE on a Win2K box, and while I can compile the included Torque files just fine, I run... read more 05/31/2005 (10:53 am)
Does Blender suck or rule? [quote]Your experience with 3d apps is impressive, but it is no less extensive than my experience, a... read more 05/26/2005 (1:23 am)
Does Blender suck or rule? [quote]What do people think about rigging and animating in Blender?[/quote] Average, I'd say. The... read more 05/25/2005 (10:45 pm)
Does Blender suck or rule? [quote]That is really no different than all the other 3d apps out.. they all are optimized for that ... read more 05/25/2005 (10:20 pm)
Does Blender suck or rule? [quote]Like Jeff, I tried Blender (several times) and just could not 'get' what they were thinking a... read more 05/25/2005 (9:45 pm)
Exporting materials? Do the names of your Blender materials match the names of your image files? AFAIK you can have multi... read more 04/28/2005 (6:00 am)
Mounted objects inheriting parent animations? Here's another example, which may be clearer. For the record, I'm not making a giant robot game; thi... read more 12/31/2004 (8:35 pm)
Mounted objects inheriting parent animations? Erm, that's not what I meant. Perhaps I should rephrase the question a bit more clearly. Let me t... read more 12/31/2004 (8:15 pm)
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