Game Development Community

Jeff Gran's Forum Posts

Thread Post Date Posted
DTS to DIF shadow problem John's got it. It's just that the light scale is too big so the shadows are getting as close as the... read more 09/28/2005 (3:29 pm)
Gothic Blocks 3 Yep, it's very fun. In my opinion the weakest part is the time limit being the only adversary. I... read more 09/26/2005 (1:33 pm)
Two skeletons for one scene Just a question... why are you doing that? Do you want two characters to be tied together? It's ... read more 09/25/2005 (4:25 pm)
TorqueSkeleton Generator John - weird... I had another user say that it works fine in Maya 7 except that sometimes (when usin... read more 09/24/2005 (4:18 pm)
Soldier pack fix The mount node and the gun's mount point were aligned on different axes than the "standard" orientat... read more 09/20/2005 (2:07 pm)
Does Torque support character deformation? You could use skeletal animation, have a separate dsq animation for each axis of each bone and then ... read more 09/12/2005 (8:36 am)
Newbie Extremely Lost F10 and F11... read more 09/11/2005 (12:03 pm)
Savannah College (SCAD) Feedback I graduated from SCAD in 2003. There were 2 teachers whose (game/computer related) classes I felt w... read more 09/08/2005 (1:12 pm)
Help With Bad Dif Mipmapping I'm interested in this issue as well... is there any way to _tell_ the engine when the models are ou... read more 09/08/2005 (12:40 pm)
Walking over stuff Muchas Gracias!... read more 09/07/2005 (8:45 am)
Help Needed Max7 to DTS Email me a file and I'll set it up correctly for you.... read more 09/01/2005 (2:52 pm)
DTS to DIF shadow problem [image]http://jboy.menlofarms.net/stuff/3DL/lightingproblem/fixed.jpg[/image] lol. Well we fig... read more 08/31/2005 (6:28 pm)
IK Animations in Blender Back = bake :) Actually, I believe that even if you go back and delete those keyframes the same a... read more 08/31/2005 (1:54 pm)
Map2Dif Plus Matt, just a heads up: The portals with ambient_light = 0 issue, which I previously thought to be... read more 08/31/2005 (12:28 pm)
Billboarding in Maya Not to the detail marker, but to the actual mesh that you want to be a billboard. Also keep in mind... read more 08/31/2005 (11:58 am)
Cinematic orc model Looking good! As LoTekk says, the anatomy is pretty accurate. I like the face Maybe not so good f... read more 08/31/2005 (12:03 am)
Crazy steven hawkings jell-o arms with blend animation First off: LOL About your question: What you want is to have multiple animation threads running ... read more 08/29/2005 (1:05 pm)
3D World Studio public test (formerly know as Cartography Shop) Eeew, VisGroups. :( Too bad you guys copied that from hammer, that's its worst feature IMHO. Tha... read more 08/29/2005 (10:51 am)
Not all bones animate on export? Maybe "bone*" should be "Bone*" ?... read more 08/29/2005 (10:48 am)
Crazy steven hawkings jell-o arms with blend animation You seem to have a mild case of don't-understand-how-blend-animations-really-work-itis. Luckily I h... read more 08/29/2005 (9:11 am)
Not all bones animate on export? Dunno. Have you tried forcing them to export with a .cfg file?... read more 08/29/2005 (9:02 am)
Falling Apart [url]Http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8226[/url]... read more 08/28/2005 (7:22 pm)
Player Bounds and Collision You're not off base, you're thinking of creative solutions to your problem, which is exactly what yo... read more 08/27/2005 (2:26 pm)
Player Bounds and Collision Hm, good question. I don't know, I've never tried it. You could always just adjust your player's B... read more 08/27/2005 (1:46 pm)
Skin Wrap" modifier in 3ds Max 7 Um, I've never used it, but as far as I can see this is how it works: skin a mesh to some bones. ... read more 08/27/2005 (1:41 pm)
Player Bounds and Collision The "player" object is a special case in Torque. It is the only object whose collision box/bounding... read more 08/27/2005 (1:37 pm)
Select and Uniform Scale" in 3ds Max I don't like scaling things because of the trouble it can cause. I get around the problem by just a... read more 08/26/2005 (9:00 pm)
Bounding box importing at astronomical sizes It's probably scaled down in max. I would just delete the bounds box and re-create it, making sure ... read more 08/26/2005 (11:05 am)
Exporting error when using bones I have a feeling it has to do with your scene hierarchy. Can you post as to how you have the scene ... read more 08/24/2005 (1:19 pm)
Portals making room go full bright When you set "don't allow ambient pass through", the ambient light inside the dif is controlled by t... read more 08/24/2005 (9:16 am)
Animations restirctions Are there restrictions on the number of bones? Not that I know of, but you will see the performance... read more 08/18/2005 (9:47 pm)
Head bob on movement? It's in the animation. parent the eye node to the head bone. should work. What error are you gett... read more 08/18/2005 (5:55 pm)
Which App do you use for DTS creation? Results so far: MAX = 16 Blender = 13 MilkShape = 12 Lightwave = 7 GameSpace/TrueSpace = 6 M... read more 08/14/2005 (9:37 pm)
Detail numbers have no relation to pixel size I found out part of my problem was that in the Prefs.cs there was a line called [code]$pref::TS:... read more 08/12/2005 (3:02 pm)
We need an indie version of THIS I've been thinking about this for a while... and I had a good talk about it with Jeff T over beers o... read more 08/10/2005 (11:30 am)
Sticky: Biped+Extra Models Try skinning them both with the same skin modifier... select both meshes and apply the skin to both ... read more 08/09/2005 (9:49 am)
Need help with recoil and look animations. (screenshots) If your look and recoil animations are *actually* blend animations (double check by looking at the s... read more 08/07/2005 (9:46 am)
Need help with recoil and look animations. (screenshots) The recoil animation should be a blend animation and the first frame of it should be with your chara... read more 08/06/2005 (6:46 pm)
Animation Basics Check the console, in either the game or the show tool (show tool's easier) and it will tell you whi... read more 08/06/2005 (1:13 pm)
Mount, Cam, "Eye Utility Nodes Help Make sure it's parented to something in the hierarchy. Then make sure you have a .cfg that says alw... read more 08/06/2005 (10:49 am)
Custom interior ambient_light Um... somehow, today, it's working! So, never mind me, I'm just an idiot.... (Still don't know why ... read more 08/04/2005 (1:27 pm)
Mount0 node - Weapons looking wrong (1st & 3rd person) Don't know much about milkshape except that I don't like it.... is your mount0 a bone? it doesn't n... read more 08/04/2005 (1:25 pm)
Mount0 node - Weapons looking wrong (1st & 3rd person) You CAN and should rotate the mount0 node. The standard orientation is for the mount node to be (ro... read more 08/04/2005 (12:48 pm)
Custom interior ambient_light OK here ya go: I have only the sun as a light source (for now). The sun's color = 0.8 0.75 0.7... read more 08/03/2005 (10:27 pm)
Custom interior ambient_light Heh, ya, I'm not quite sure if I understand you correctly either... [quote]If i do a portal with... read more 08/03/2005 (9:54 pm)
Custom interior ambient_light 1) Well, you can't have "dynamic" lights without the lighting pack. 2) I can make it fully bright o... read more 08/03/2005 (6:56 pm)
Custom interior ambient_light I regretfully report that this issue has not yet been fixed in the latest map2dif_plus (using the st... read more 08/03/2005 (5:19 pm)
Detail numbers have no relation to pixel size Yeah.... normally I would agree with you. My main problem is that the one thing I'm really trying t... read more 08/03/2005 (5:03 pm)
Detail numbers have no relation to pixel size Hmm, well I just tried taking screen captures and verifying the pixel heights reported in the showto... read more 08/03/2005 (3:16 pm)
Detail numbers have no relation to pixel size Um, "re-opening" this issue. When I run my models through unmessdts the LODs display correctly in t... read more 08/03/2005 (1:52 pm)