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Chris Robertson's Forum Posts

Thread Post Date Posted
RESOVLED Live Updating Causes Crash with Ambient Anim @Steve: Here's the fix for the TSStatic crash issue: in tsStatic.cpp, add this to the top of the TSS... read more 02/21/2010 (9:29 pm)
Problem with billboard or Imposter @Sebastian: Nice catch! This is a bug in the Shape Editor that occurs when adding an imposter (auto-... read more 02/21/2010 (7:40 pm)
Incorrect display of animation when imported into T3D (Collada) First follow Manoel's excellent advice. If things still aren't working: - before loading the a... read more 01/28/2010 (2:07 pm)
Blender Exporting Model Help @Zack: What does the model look like in the Shape Editor?... read more 01/14/2010 (10:08 pm)
Blender Exporting Model Help [quote]just remembered, T3D dae import can be "dodgy" about scale. [/quote] In Collada,... read more 01/14/2010 (10:07 pm)
Exporting animation in collada format [quote]I am wondering if the node positions being scaled that high is because of the fact that max i... read more 01/14/2010 (4:57 am)
Newish question regarding shape editor and materials In 1.1 alpha there is a new 'Materials' tab in the Shape Editor that lists all material names in use... read more 01/13/2010 (7:00 pm)
DTS Objects (some stock) won't calc pixelsize for LOD - RESOLVED [quote]Perhaps a workaround on GG's part could be a method for setting these screenerror values in t... read more 01/12/2010 (6:28 pm)
Material normals get reversed - RESOLVED [quote]that's precisely what I find interesting, it initially renders correctly and then upon reload... read more 01/12/2010 (6:22 pm)
Exporting animation in collada format If all else fails, you could hack the T3D collada loader to correct for the x100 scaling on node pos... read more 01/12/2010 (6:16 pm)
Exporting animation in collada format [quote]So I was wondering if possible you would be able to send the bug fix that you spoke of in the... read more 01/12/2010 (6:05 pm)
Character Export Polygon Counts Problem I couldn't comment on show tool pro, but as far as I can tell the Shape Editor polycount (triangle c... read more 01/12/2010 (5:35 pm)
Wheeled Collada car problem WheeledVehicles must have at least one collision mesh (must be convex!) defined. For testing, just c... read more 01/12/2010 (5:10 pm)
DTS Objects (some stock) won't calc pixelsize for LOD - RESOLVED I'm not sure how easy it is to get the DTS exporter updated => but you could easily fix this when... read more 01/12/2010 (5:08 pm)
DTS Objects (some stock) won't calc pixelsize for LOD - RESOLVED The models that don't update pixelSize in the shape editor appear to have the 'maxError' field of th... read more 01/12/2010 (5:00 pm)
Crash when trying to load .dae/.dts file in Flying Vehicle datablock Note that this issue will be fixed in the next release of T3D => you still need a collision mesh ... read more 01/12/2010 (2:34 pm)
Crash when trying to load .dae/.dts file in Flying Vehicle datablock I can't remember if this change made it in time for 1.1 alpha or not, but vehicles must have at leas... read more 01/11/2010 (10:56 pm)
Wheeled Collada car problem The nodes should be 'hub', not 'hud' (B not D).... read more 01/05/2010 (10:31 pm)
Exporting animation in collada format [quote]The first is the model and joints will fly completely off the grid from where the root pose i... read more 12/22/2009 (8:38 pm)
Material normals get reversed - RESOLVED And there's no chance the material "mapTo" name is already in use? (I might be wrong about... read more 12/22/2009 (7:25 pm)
Material normals get reversed - RESOLVED One theory I had was that the material "mapTo" name is already assigned to another Materia... read more 12/22/2009 (3:01 pm)
Exporting animation in collada format Hi John, I'll take a look at the files and let you know what I find. Are you running T3D 1.0.1 or... read more 12/22/2009 (3:39 am)
Material normals get reversed - RESOLVED That is strange. Is this with a collada (DAE) model?... read more 12/21/2009 (7:38 pm)
Animation implementation idea and oddities (Need Help - Repost) OK - let me know if it is not possible/too hard and perhaps I can generate a new binary for you with... read more 12/13/2009 (11:25 pm)
Animation implementation idea and oddities (Need Help - Repost) I see the same problem as you. The cause is a bad assumption in the code that adds sequences from ex... read more 12/13/2009 (8:11 pm)
Animation implementation idea and oddities (Need Help - Repost) Is it possible to send me the two files (crouch_root animation and base model) so I can take a look?... read more 12/13/2009 (4:34 pm)
Animation implementation idea and oddities (Need Help - Repost) [quote]I don't understand the skipping of words.[/quote] I mean to move the cursor forward in the... read more 12/12/2009 (11:14 pm)
Animation implementation idea and oddities (Need Help - Repost) [quote]The custom character problem might be resolved with the second link but alas, I only have the... read more 12/12/2009 (10:01 pm)
Animation implementation idea and oddities (Need Help - Repost) [quote]So should they be a "1"? And should each animation have it's own .cs file?[/quote] ... read more 12/12/2009 (9:44 pm)
Animation implementation idea and oddities (Need Help - Repost) On the crouch_root animation being offset.... 1. Is the crouch_root animation marked as a blend? ... read more 12/12/2009 (6:53 pm)
Animation implementation idea and oddities (Need Help - Repost) [quote]receive a signal from the changePlayerSpeed function? If I hold the "w" key for for... read more 12/12/2009 (6:49 pm)
The center of this model is off... but why? @Ian: You must have the world editor set to "Object Center" mode (rather than "Bounds... read more 12/10/2009 (9:18 pm)
Footprints for custom character not able to get to work? @deepscratch: That may work when loading the cached.dts, but the real problem here is that the MakeP... read more 12/07/2009 (4:29 pm)
Footprints for custom character not able to get to work? BTW - have you tried confirming (using the debugger) that the triggers are not working, and that the... read more 12/06/2009 (11:55 pm)
Footprints for custom character not able to get to work? Odd that they are not working then. How tall (in Torque units) is your character model? I seem to re... read more 12/06/2009 (11:51 pm)
Footprints for custom character not able to get to work? Are the triggers present in the relevant sequences if you open your model in the Shape Editor?... read more 12/06/2009 (4:20 pm)
How do I get LOD working ? [quote]hey Chris, for looking into this, but I'm afraid I still don't follow you.[/quote] The scr... read more 11/30/2009 (10:44 pm)
How do I get LOD working ? I made some changes to TSShapeConstructor and feeding it your command list above saves to (the much ... read more 11/29/2009 (5:55 pm)
How do I get LOD working ? @Necrode: Hmmm. Looks like something has gone wrong when TSShapeConstructor compressing the command ... read more 11/29/2009 (5:02 pm)
changeing the LOD distance of an object @Holger: Right now the Shape Editor cannot combine separate DTS files into a single shape. You can d... read more 11/27/2009 (5:02 pm)
How do I get LOD working ? That's up to [url=http://www.garagegames.com/community/forums/viewthread/104311/4#comment-701039]Mic... read more 11/27/2009 (5:00 pm)
How do I get LOD working ? The current Collada Loader [url=http://docs.garagegames.com/torque-3d/official/content/documentation... read more 11/27/2009 (2:33 am)
changeing the LOD distance of an object [quote]It does seem to only allow you to do one step at a time right now unless you save it.[/quote]... read more 11/26/2009 (7:21 pm)
changeing the LOD distance of an object A lot of the TSShapeConstructor functionality is also available in the Shape Editor. With the new De... read more 11/25/2009 (8:22 pm)
[ALPHA 1.1 BUG - Imposters are Turned Upside Down] [quote]I take it this "imposter" stuff is all about Max? I've been making my own billbo... read more 11/25/2009 (2:58 pm)
[ALPHA 1.1 BUG - Imposters are Turned Upside Down] @JC - Did you save your changes in the Shape Editor before restarting T3D? Adding/removing/editing i... read more 11/25/2009 (2:52 pm)
Find bones! This line: [code]Resource<TSShape> shape = ResourceManager::get().load( dtsFilename );[/cod... read more 11/25/2009 (2:30 pm)
Billboard, LOD and Collada Not sure what the problem is there - so long as the exporter is outputting polygonal geometry it doe... read more 11/25/2009 (12:17 am)
Find bones! You can use a TSShapeInstance to get a node's transform whether the mesh is static or skinned. The n... read more 11/24/2009 (6:15 pm)