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) |