Stephan - viKKing - Bondier's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How to group brushes in object list ? | Control + G or Objects/Group in the top menu.... read more | 11/17/2007 (11:04 am) |
| TGE MacOS X 10.5 compatibility | You are welcome Martin! 8-)... read more | 11/15/2007 (1:45 pm) |
| TGE MacOS X 10.5 compatibility | Yes, but nothing before that version. There is still a base of users with 10.2 and 10.3 systems. ... read more | 11/15/2007 (1:41 am) |
| TGE MacOS X 10.5 compatibility | From my understanding (I can be completely wrong), it should ensure compatibility with previous vers... read more | 11/14/2007 (1:10 pm) |
| TGE MacOS X 10.5 compatibility | @Martin: there is an optionnal install on the XCode part of the CD/DVD You must run it and check ap... read more | 11/14/2007 (12:53 pm) |
| Detail Textures | Not on legacy terrain. The Atlas terrain being handled differently, I would say yes, the detail bei... read more | 11/06/2007 (2:03 pm) |
| Forest Pack Q&A | Thanks Ben. 8-)... read more | 11/04/2007 (11:15 pm) |
| Forest Pack Q&A | Karen and silentMike pointed to something I had not noticed, being too much excited. I tested var... read more | 11/02/2007 (2:26 am) |
| Forest Pack Q&A | Karen, do you have any tree created or none at all on other textures? See my previous post: [quote... read more | 10/30/2007 (1:01 pm) |
| Forest Pack Q&A | From documentation: [quote]addForestEntry takes four parameters. First, the name of the ForestItemD... read more | 10/29/2007 (11:07 am) |
| Forest Pack Q&A | A few comments from my test: 1) for some reason, the script is still said to be missing in the [i]c... read more | 10/28/2007 (1:24 pm) |
| Forest Pack Q&A | Forest.cc line 539 change [code] dSprintf(forestFile,sizeof(forestFile),"%s.%s", getName(), ".cs... read more | 10/28/2007 (8:17 am) |
| Forest Pack Q&A | [quote]@Stephan - make sure the ForestClearing file is being compiled in your project - a full rebui... read more | 10/28/2007 (6:06 am) |
| Forest Pack Q&A | Grrr 8-( No way, same error: [quote]creator/newObject.cs (0): Unable to instantiate non-conobject c... read more | 10/27/2007 (2:19 pm) |
| Forest Pack Q&A | @Derry: you are not, the files aren't provided 8-) Check [url=http://www.coderhump.com/forestPackTe... read more | 10/27/2007 (1:45 pm) |
| Forest Pack Q&A | Ga! 8-( No compile errors. Everything I've done is reported above. [quote]creator/newObject.cs (... read more | 10/27/2007 (7:32 am) |
| Forest Pack Q&A | I needed to add a coma at line 65 of convex.h: [code] ForestConvexType[b],[/b][/code] [b]Don't... read more | 10/27/2007 (7:10 am) |
| TGEA/terrain manager | Better wait for GG to bring OpenGL support for it. Before they announced Torque 2 and their new ven... read more | 10/26/2007 (7:05 am) |
| TGE on G4 macs | Both machines are ok. TGE isn't very picky about Video Ram, better get more RAM, as you have. I ... read more | 10/26/2007 (7:03 am) |
| TGE MacOS X 10.5 compatibility | I'll receive my Leopard version within a week Mathieu. Stay tuned! 8-)... read more | 10/26/2007 (7:00 am) |
| Viking render/concept art, first Carrara render | This is a extremely high poly mesh, without any chance to port it in a game engine. This is a poser... read more | 10/26/2007 (1:56 am) |
| MacBook Pro crashes | @Mathieu: check your mailbox. 8-)... read more | 10/25/2007 (2:48 am) |
| MacBook Pro crashes | Edited: removed previous comments. tried the demo, finally 8-) excellent. I experienced a cras... read more | 10/25/2007 (2:01 am) |
| Skybox wierdness | @Eric: now that you mention this, that's the trick! 8-)... read more | 10/24/2007 (2:27 pm) |
| Skybox wierdness | I got this problem too a few times... It may be based from a problem from the text file itself. Ar... read more | 10/24/2007 (10:59 am) |
| TGEs Terrain-System | Neither TGE nor TGEA can do that. Solution is to make a .dif or a .dts... read more | 10/24/2007 (4:09 am) |
| Terrain questions | 1) 256 x 256 only 2) a terrain is always 2048 x 2048 meters 3) terrain textures can only be 25... read more | 10/23/2007 (1:56 pm) |
| Industrial Sci-Fi Textures | Frank, it would be really great if you could provide a TGE/TGE-A .dif with the textures. That would... read more | 10/23/2007 (6:59 am) |
| TorqueScript: Reading ShapeName value? | Thanks Brian, I only feel more stupid now, I tried [i]objectID.shapename();[/i] but it is [b]objectI... read more | 10/23/2007 (5:52 am) |
| TorqueScript: Reading ShapeName value? | Really no clue? I'm very disappointed there is no getShapeName method or something in the like for ... read more | 10/23/2007 (4:59 am) |
| Bryce 5.5 for free | Use it to render skies for example.... read more | 10/22/2007 (11:41 pm) |
| How do i get into the editors on a mac? | Mark when using function keys, there is a preference in the System Preferences panel DashBoard and E... read more | 10/22/2007 (1:59 am) |
| Creating objects through scripts in the mission editor | @Ed: sure. I found it. Ok, [i]The Game's Programmer Guide To Torque[/i] helped a bit. You need t... read more | 10/17/2007 (3:26 pm) |
| Creating objects through scripts in the mission editor | Easy, well not that much, I'm willing to use script to do that for months, but never really looked i... read more | 10/17/2007 (1:26 pm) |
| Creating objects through scripts in the mission editor | Got it!, it was too easy... I was looking for something more complex as usual. Thanks for your time... read more | 10/17/2007 (12:20 pm) |
| Creating objects through scripts in the mission editor | @Kevin thanks, but not really what I'm planning to do. I'm really looking into avoiding fxShapeRepl... read more | 10/17/2007 (11:00 am) |
| Creating objects through scripts in the mission editor | I know I can place objects within the editor, and of course, they are already existing and can be ac... read more | 10/17/2007 (9:31 am) |
| Trouble with waterblock | Isn't that forum public to non-SDK owners too? If so, no code should be shared here.... read more | 10/17/2007 (5:22 am) |
| How to mirror the whole world like this ? | The terrain is tilling. It means the square of 2,048 x 2,048 World Units you can shape within the e... read more | 10/16/2007 (2:12 pm) |
| House in Egypt | Very very good looking Paul!... read more | 10/14/2007 (1:05 am) |
| My TGE/Cocoa experiment | Yes, I got your point. I'm a Mac advocate for years. The "polished touch" makes the difference bet... read more | 10/14/2007 (12:00 am) |
| My TGE/Cocoa experiment | Thanks for the bio Rocco. :) First question could be better written like this: What are the main... read more | 10/13/2007 (11:04 am) |
| Poly Soup on Macs? | Any news?... read more | 10/13/2007 (4:47 am) |
| My TGE/Cocoa experiment | Rocco, would you mind explaining to a complete nOOb what are the main assets in getting TGE running ... read more | 10/13/2007 (4:45 am) |
| GG, please, keep BSP support for T2 | No Sun Yu, it is the next gen. engine from GG.... read more | 10/13/2007 (4:21 am) |
| Normal Maps and Bump Maps for TGE 1.5.2 | @Sean: now that I read it again... I certainly goofed with Environment Mapping. 8-P I haven't taken... read more | 10/12/2007 (7:32 am) |
| Normal Maps and Bump Maps for TGE 1.5.2 | @Neil: he was speaking of TGE not TGEA bump maps only if Modernization kit is integrated (free re... read more | 10/12/2007 (4:21 am) |
| Torque 2 | One question! I suppose we have to expect a break in the legacy format, and everything will have to... read more | 10/11/2007 (11:09 am) |
| Torque 2 | [quote]he IAC deal actually gives us the opportunity to sit back and rethink the foundation on which... read more | 10/11/2007 (8:15 am) |
| DTS and Static Shadows | As far as I know Daniel, is right, DTS shadow over DIFs that's all.... read more | 10/09/2007 (7:48 am) |