Ross Pawley's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| What happen to fxRenderObject? | @Caylo, well for one thing, TSStatic is rendering from a shape, so the render instance is submitted ... read more | 03/15/2009 (12:20 pm) |
| What happen to fxRenderObject? | Well, I honestly don't remember anything about how 1.7.1 works. I haven't been looking at that vers... read more | 03/14/2009 (9:31 pm) |
| What happen to fxRenderObject? | I'm not sure why you guys even want fxRenderObject anyway. Setting up a renderable object (to eithe... read more | 03/14/2009 (7:03 pm) |
| L3dt and Atlas2 | I believe it actually outputs a script for you to run that will execute the necessary script functio... read more | 02/03/2009 (12:32 pm) |
| Can TGEA or T3D meet these requirements? | Your best bet for T3D info is going to be to keep an eye on Brett Seyler's plan postings.... read more | 02/02/2009 (3:04 pm) |
| Can TGEA or T3D meet these requirements? | [quote]@ Ross: I don't know what the development and release cycle for T3D is.. so it's difficult fo... read more | 02/02/2009 (2:28 pm) |
| Torque 3D? | Don't feed the trolls. And don't forget to use fire, or they'll regenerate!... read more | 02/02/2009 (2:25 pm) |
| GroundCover Collision? | There's nothing like that built into the GroundCover system. Typically the DTS elements in the Grou... read more | 02/02/2009 (2:15 pm) |
| Can TGEA or T3D meet these requirements? | @Eamonn, from what has been said in Brett Seyler's latest couple of blogs, I don't think that T3D wi... read more | 02/01/2009 (4:58 am) |
| What would you like to see addressed in Torque 3D? | @Matt, your video embed is broken :)... read more | 01/30/2009 (12:28 pm) |
| TGE, TGEA, T3D... Atlas Removal .. Should I be worried?? | As Ted says, Atlas was pretty difficult to work with. The pipeline compared to working with Legacy ... read more | 01/30/2009 (11:36 am) |
| TGEA and Torque 3D | @Matt, fair enough. @Mich, well I think that example tree is just overkill for anyone, but that's... read more | 01/26/2009 (1:07 pm) |
| TGEA and Torque 3D | [quote]But tossing in another folder to the mix just to hold source art doesn't seem like the best i... read more | 01/26/2009 (12:10 pm) |
| TGEA and Torque 3D | @Matt, Mich, From what I see there in the new structure we still don't have any place to easily put ... read more | 01/25/2009 (2:59 am) |
| Persistent game level? | @Adam, if you end up needing something more flexible, there are various database resources. If you'... read more | 01/23/2009 (10:42 pm) |
| Mouse Events Tutorial? | The basics of the bind system are like this: [code] moveMap.bind(mouse0, "xaxis", y... read more | 01/23/2009 (8:22 pm) |
| TGEA - The Good, The Bad, and The Ugly. | @Glen, there's no material "editor" tool per se, and if what you saw was recent, it may ha... read more | 01/23/2009 (2:34 am) |
| Drawing a targeting circle on the ground under a entity? | The way to do this, is basically by using the various ClippedPolyList/buldPolyList functionality in ... read more | 01/23/2009 (1:34 am) |
| TGEA (1.7.1 / 1.8.0) not working on Vista64 | Are you using Torsion? Torsion inserts a line into one of the .cs files in order to connect with th... read more | 01/23/2009 (1:21 am) |
| Groundcover, how does it work? | @Erik, yes you're correct, it's basically just an opacity map (U8s, 0-255) and is independent of the... read more | 12/03/2008 (2:47 pm) |
| Footprints | A couple of things could (all, or individually) be going wrong. The trigger in the animation for th... read more | 12/02/2008 (6:31 pm) |
| Groundcover, how does it work? | Type is just going to be a number. It just defines a "layer" which will hold how much influence tha... read more | 12/02/2008 (6:22 pm) |
| TGEA Character Problems | Sounds like your character might be facing down the negative Y axis instead of positive Y to me. Is... read more | 11/19/2008 (12:37 pm) |
| PhysX Implementation Questions | You might instead take a look at the character controller code that PhysX has. It has the full sour... read more | 10/27/2008 (7:47 pm) |
| PhysX Implementation Questions | It's not actually very difficult. It's one function. Look in the PhysX documents. You just call t... read more | 10/27/2008 (7:33 pm) |
| PhysX Implementation Questions | @Ron, well, the player being a kinematic actor (in PhysX parlance) is actually the correct setting. ... read more | 10/27/2008 (6:40 pm) |
| PhysX Implementation Questions | Nay, never bothered with cloth. As to your other issue, you'll just have to figure out what kind of... read more | 10/27/2008 (11:52 am) |
| PhysX Implementation Questions | I think I ran into the backwards normals issue before. Glad you figured it out :)... read more | 10/27/2008 (1:15 am) |
| PhysX Implementation Questions | It doesn't need to be tied to anything. If it created it, it should be in the scene. In any case, ... read more | 10/26/2008 (11:32 pm) |
| PhysX Implementation Questions | Regardless of that, what about my other questions? Did you step through the code and see that it's ... read more | 10/26/2008 (10:26 pm) |
| PhysX Implementation Questions | You don't need to do that extra stuff. So what you're saying is that when it gets in here: [code... read more | 10/26/2008 (10:02 pm) |
| PhysX Implementation Questions | So did it succeed and return you an actor or not? What happened when you stepped through the code? ... read more | 10/26/2008 (9:46 pm) |
| PhysX Implementation Questions | Did you look at its position in the scene browser? Most probably it's at some crazy position. Take... read more | 10/26/2008 (9:33 pm) |
| PhysX Implementation Questions | @Ron, well in what way are you attempting to test the collision? If you're just trying collide thin... read more | 10/26/2008 (8:35 pm) |
| PhysX Implementation Questions | Have you stepped through the code to see if it's actually succeeding the cook? Also make sure to ch... read more | 10/26/2008 (8:23 pm) |
| PhysX Implementation Questions | @Ron, You didn't replace this: [code] { numTriangles += draw.numElements - 2; } ... read more | 10/26/2008 (7:29 pm) |
| PhysX Implementation Questions | @Ron, did you read the comment right above that line? Remember I pointed out that you'll need to ke... read more | 10/26/2008 (5:59 pm) |
| PhysX Implementation Questions | @Ron, first, read through this entire post carefully before going off to change things! I'm giving ... read more | 10/26/2008 (5:28 pm) |
| PhysX Implementation Questions | @Ron, read this comment again: [code] // Here you can loop through your ... read more | 10/26/2008 (3:39 pm) |
| PhysX Implementation Questions | Alright Ron, check this out. I didn't do all the work for you, but I think this should make things ... read more | 10/26/2008 (1:27 am) |
| PhysX Implementation Questions | Hrm, that's not really what I mentioned above now is it? :P I'm taking a poke at the code now, I'll... read more | 10/26/2008 (1:08 am) |
| Autodesk Signs Agreement with Avid to Acquire Softimage | @Zakrey, well, that's assuming Autodesk is going to follow the rules of logic. Also, that's the exa... read more | 10/25/2008 (11:48 pm) |
| PhysX Implementation Questions | Well, what you have actually won't work from what I looked at in our code. Instead of trying to do ... read more | 10/25/2008 (9:28 pm) |
| PhysX Implementation Questions | Well, it's probably the order of the verts that is messed up. I don't remember the proper order, bu... read more | 10/25/2008 (8:23 pm) |
| PhysX Implementation Questions | Have you stepped through that? And it gives a success status coming out of the cooking function (NX... read more | 10/25/2008 (7:42 am) |
| Autodesk Signs Agreement with Avid to Acquire Softimage | @David, "Introducing Autodesk XSI ModTool - $2999.95 + tax" :p... read more | 10/24/2008 (8:31 am) |
| PhysX Implementation Questions | Yeah it works about the same. I'd say just keep trying, you'll eventually figure it out. It's re... read more | 10/23/2008 (10:23 pm) |
| PhysX Implementation Questions | I honestly couldn't tell you why. We don't use the PhysX resource as it originally existed because ... read more | 10/22/2008 (10:19 pm) |
| PhysX Implementation Questions | Well if you're using the PhysX resource that's out there, I'm guessing it has changes to the player ... read more | 10/22/2008 (5:44 pm) |
| PhysX Implementation Questions | Er...That just won't work :) The stock Torque vehicle won't have any collision in PhysX, which is w... read more | 10/21/2008 (11:30 pm) |