Game Development Community

H.W. Kim's Forum Posts

Thread Post Date Posted
Out of range write in DEBUG build... With 1.5.2, changing buffer size to 2000 didn't solve the problem. It was ok when running on release... read more 03/06/2008 (5:50 pm)
Terrain Lighting @Nicolas Thank you for the helpful reply. The reason was the first thing what you mentioned. But... read more 02/27/2008 (5:31 am)
How can I put debug text directly on game screen? @Novack Thank you for the answer. In fact I already solved this problme what like you've mentioned w... read more 02/12/2008 (4:54 pm)
How do you make a character run in place using Biped? @Magnus [quote] The exporter DOES see the transforms if the bounding box move, it just cancels i... read more 02/09/2008 (10:04 am)
Timing animation Sequences @Novak Thank you for the reply. I'll look into all the aboves. Thank you again.... read more 02/08/2008 (7:34 pm)
Why Player::pickActionAnimaion changes animation based on speed? My question is why it uses *SPEED* instead of other factor? We can directly change animation when... read more 02/05/2008 (12:32 am)
In game chat lobby/game browser The links are broken. Anybody who can upload it again?... read more 02/04/2008 (4:52 am)
How can I put debug text directly on game screen? @Novack, Thanks for pointing it out. BTW, I wonder how can I set any value in C++ side then refer it... read more 02/04/2008 (3:27 am)
Weapon switching? You also need to secify inventory to fire up. [code] %player.setInventory(mp5,1); %player... read more 02/03/2008 (9:02 pm)
How can I put debug text directly on game screen? Thanks for the reply. I arleady tried [b]Con::printf()[/b] function but it is shown on console. T... read more 01/28/2008 (4:51 pm)
Sequence nodes on 3dsmax @Adam Not creating squence node by using ProExporter but with default way to create sequence node... read more 01/27/2008 (9:14 pm)
Timing animation Sequences @Novack Is there any script funtion which defines time duration for animation transition when the '... read more 01/26/2008 (6:55 pm)
Animations transition and player.cs The problem is supposed to be related with 'ground transform' of player. As [url=http://www.garag... read more 01/26/2008 (9:01 am)
Sequence nodes on 3dsmax Yes, I know player.cs which contains dts and its dsq info and surely configured. Also the node n... read more 01/23/2008 (3:00 am)
Player Mounted Head Interesting.... read more 01/13/2008 (2:11 am)
Player animations determined by weapon (almost works) (help?) How about applying to TGEA? The routine related player sequence handling code is a bit hard coded... read more 01/11/2008 (5:21 pm)
Any ideas for making a grappling hook? Interesting but sigh... does it still not approved yet?... read more 01/11/2008 (8:49 am)
TGEA starter.kits (Download) What I've wanted. :-) Great resource. Thank you Alienforce and Tim Heldna for your efforts.... read more 01/11/2008 (8:04 am)
Problem with AI Pathfinding with CTF Demo resource @Firas What the answer for the error2? How does it can be solved?... read more 01/11/2008 (6:46 am)
Weapon switching? Thanks for the code. :-) BTW, Game Beaver's link above is broken now. (it leads wrong site)... read more 01/06/2008 (7:04 am)
Vehicle steering Good stuff. BTW, is there any way to do the above thing only within Torque Script? The followi... read more 01/03/2008 (7:33 am)
Is a DTS can be interchangeable? @Marc: Thank you! :-) The reply makes it more clear.... read more 01/02/2008 (5:00 pm)
Is a DTS can be interchangeable? @Caylo: Thank you for the reply. I tried the same dts model to load into TGEA and it works fine. ... read more 01/02/2008 (4:23 pm)
Dynamically tweak Vehicle Physics It might be helpful. Why don't you release it to public? :-)... read more 01/01/2008 (4:16 am)
Port on Windows CE platform with nvidia handheld chip Thank you for your quick reply. :-) Especially the system has 128M for its system memory and 32M ... read more 12/15/2007 (3:47 am)