Derk Adams's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Colliding in middle of player | Ok, I was able to make what I wanted. What I ended up making was the trigger box collidable, but onl... read more | 06/23/2009 (2:38 pm) |
| Controlling Hardware | Ross, Thank you for the excellent info and I will dig into it if I have to, but this level of pro... read more | 06/03/2008 (11:43 am) |
| Falling Tree: Rotation Matrix and Impact Vector | Orion, Thanks. It was enough to get me to the solution. I also found out that I had solved it the... read more | 06/09/2006 (2:28 pm) |
| Textures with transparent areas in Milkshape | Greetings, Thanks to Michael's help, I was able to figure out where I went wrong. And to help oth... read more | 06/06/2006 (4:24 pm) |
| Textures with transparent areas in Milkshape | Michael, I emailed you the image before I posted here :D I'm using PhotoShop CS2. Thanks.... read more | 06/05/2006 (4:44 pm) |
| Textures with transparent areas in Milkshape | Greetings, My request doesn't seem to be quite clear, so I'm hoping a picture will clear things u... read more | 06/05/2006 (4:35 pm) |
| Textures with transparent areas in Milkshape | Dave, I am. From the discussions on the forums, the problem could be either the MilkShape exporte... read more | 06/02/2006 (3:21 pm) |
| Textures with transparent areas in Milkshape | Greetings, The thread will not die :) I am trying to make trees as two intersecting planes. I ... read more | 06/02/2006 (12:16 pm) |
| Footprints and Fog | Greetings, Any pointers? Thanks.... read more | 03/08/2006 (3:21 pm) |
| Debug vs Release version issue | Greetings, Any suggestions? Thanks.... read more | 03/08/2006 (3:20 pm) |
| Debug vs Release version issue | Tom, Thanks for the quick response. What is c'tor? And what is it's relationship that would... read more | 03/02/2006 (11:21 am) |
| UpdateMove in Player Extension Class | Ben, An extension to my original question. I now have three levels of players: player.h, robot.h,... read more | 01/25/2006 (11:43 am) |
| UpdateMove in Player Extension Class | Ben, Got it. So I change the declaration in player.h and add the "virtual" command before "void u... read more | 12/20/2005 (7:27 am) |
| UpdateMove in Player Extension Class | Ben, No, it's void. Just like HoverVehicle. Thanks.... read more | 12/19/2005 (6:39 pm) |
| SimManager Delete Object on Client | Ben, Yes, but I do a release build when I put out a demo. I figured you weren't supposed to "rele... read more | 11/02/2005 (4:26 pm) |
| SimManager Delete Object on Client | Greetings, Well, I spoke too soon. Upon further testing, the problem is still there. However, I h... read more | 11/02/2005 (3:27 pm) |
| SimManager Delete Object on Client | Greetings, Well, it looks like the lack of deleting the SimSets was the issue, although I still h... read more | 11/01/2005 (9:06 pm) |
| SimManager Delete Object on Client | Ben, Yes, but I'm not sure how to tease out the appropriate information. Here is some of it: i... read more | 11/01/2005 (11:38 am) |
| Weapon Question | Joel, Try integrating [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid... read more | 10/27/2005 (9:13 am) |
| Creating Pure Darkness? | Feilim, On the easy side, how about creating a black image to cover the entire screen? Then just ... read more | 09/12/2005 (9:10 pm) |
| Container Ray Cast | Ben, My start point is a player object (removed from the collision detection), so yes you are rig... read more | 09/02/2005 (9:19 pm) |
| Container Ray Cast | Ben, It is between two player objects, so it is just bounding box checks. Thanks.... read more | 09/02/2005 (7:19 pm) |
| Container Ray Cast | Tony, The game errors (debug mode) and closes. I can reproduce it everytime. Thanks.... read more | 09/01/2005 (5:02 pm) |
| Limitations of terrain engine? | John, For TGE, the terrain is 2048x2048 units and then repeats the same block. I don't know what ... read more | 08/31/2005 (7:28 pm) |
| Lan Only | Ron, Use $pref::Net::DisplayOnMaster on the hosting machine. Setting it to "Never" will stop the ... read more | 08/31/2005 (7:26 pm) |
| Disabling Default Torque Physics | RazorWing, It's time to get real friendly with the Player::updateMove function in player.cc I ... read more | 08/26/2005 (2:19 pm) |
| Getting server IP Address | Thanks guys, Since I have to option to use the master server OR enter the ip number, I will leave... read more | 08/23/2005 (7:28 pm) |
| Getting server IP Address | Tony, Got it. Thanks.... read more | 08/23/2005 (4:57 pm) |
| Getting server IP Address | Ben, Glad I got you :) When I connect to a server by doing a master server or LAN request, it ... read more | 08/23/2005 (4:45 pm) |
| Namespace confusion | Sean, $Game is not a namespace, it is a grouping. The $ signifies that it is a global variable, b... read more | 08/14/2005 (8:05 am) |
| Datablock Values on Client Side | Howard, I have ended up using shared global variables. Sure the client can change them, but they ... read more | 08/05/2005 (10:03 pm) |
| Tanks/vehicles | Mattinn, I don't have the RTS pack, but in the FPS demo there is a command, getDamageLocation() i... read more | 07/28/2005 (4:37 pm) |
| Dynamic Map Creation at Run Time | Jason, The biggest time for my loading is the generation of the terrain. Making the mission file ... read more | 07/28/2005 (4:30 pm) |
| Jump Etc. | Thomas, At first glance your problem may be that sequence2 collides with sequence8. I would remov... read more | 07/28/2005 (10:18 am) |
| Dynamic Map Creation at Run Time | Juan, No resource, since everybody needs different things, it just takes time with the scripting ... read more | 07/28/2005 (10:16 am) |
| FindObject on client | Everyone, Thanks for the help. Michael, the waterblock code didn't have what I was looking for... read more | 07/28/2005 (9:09 am) |
| Dynamic Map Creation at Run Time | Jay and Jason, Yes, it is very possible. For Jay, you can generate the mission file from your ... read more | 07/27/2005 (3:53 pm) |
| GhostID position | Robert, It worked like a charm. Thank you.... read more | 07/25/2005 (1:46 pm) |
| GhostID position | Gary, That is an excellent command, but it only works on the server. I need to know how to do it ... read more | 07/25/2005 (12:43 pm) |
| How to use character model in different misions | Patrick, datablock PlayerData(Player) { shapeFile = "~/data/shapes/player1.dts"; ... }; ... read more | 07/22/2005 (9:30 pm) |
| Mounting a Particle Emitter | Chris, He already mentioned the resource in a previous post, but was having problems with the fac... read more | 07/18/2005 (7:19 am) |
| Gamepad Buttons Can torque tell me what i'm pressing? | Ramen, %val is sent based upon the type of input. For keys: val is 1 when pressed and 0 when r... read more | 07/13/2005 (6:15 am) |
| Manipulating terrain via script? | T00cg, Glad your tree is working :) Nice chatting with you yesterday. I put a resource to modi... read more | 07/07/2005 (10:12 am) |
| 3 weeks with Torque | Greetings, I've been in Torque for 13 months now and while it is massive, looking at smaller func... read more | 07/07/2005 (10:03 am) |
| Milkshape: NewNodes | Rex, I use Milkshape and I have 32 mountpoints on my models (engine changes required to be able t... read more | 07/07/2005 (9:56 am) |
| Need an approach on positioning items | Kuni, Look in player.cs under "Armor::doDismount" for just such an issue. Thanks.... read more | 06/28/2005 (7:47 pm) |
| Animating and Colliding with Static Shapes | Sean, We already figured that it is an issue in the exporter. Rex, Thanks for the offer. I ... read more | 06/24/2005 (9:04 am) |
| Skeleton issue for hero model | Marvin, No, the camera would be an exception. I was talking more about mount points and emitter p... read more | 06/23/2005 (3:31 pm) |
| Animating and Colliding with Static Shapes | Dirk, I haven't touched difs because my game is completely outside and it is just another program... read more | 06/23/2005 (3:24 pm) |
| Skeleton issue for hero model | Marvin and Kirby, Actually if you want the nodes (mounts, emitters, etc.) to move with the charac... read more | 06/23/2005 (12:52 pm) |