Game Development Community

Martin "Founder" Hoover's Forum Posts

Thread Post Date Posted
Hoverheight for hoverdata and flyerdata - gone? DragForce = constant drag force, slows more when not thrusting vertFactor ... read more 07/16/2004 (1:42 pm)
Help exporting a skinned animation from MAX 5.1 First a note on the exporterd and max 5.1. The exporter for version four works just fine for 5.1, wi... read more 07/07/2004 (2:07 pm)
Help exporting a skinned animation from MAX 5.1 Try a setup like so: base01 -(dummy) ..| ..--deatil_128 -(dummy) ..| ..-shape01 -(dummy) ...... read more 07/06/2004 (2:36 pm)
Help with mObjToWorld You bet. I ended up changing the function some more since for what I am doing I need the rendered po... read more 07/04/2004 (9:37 pm)
Help with mObjToWorld Time to say "oops". I didn't realize I was procdessing the positions through a function that messed ... read more 07/04/2004 (11:36 am)
Help with mObjToWorld Yes. but what I failed to mention is that even if the vehicle is 100 meters above/below the terrain,... read more 07/04/2004 (10:26 am)
Package problems AH good! Truthfully though, I don't think packages were originally designed for overloading non m... read more 07/01/2004 (6:44 pm)
Package problems I've been scratching my head trying to remember what we finally figured out about the package setup,... read more 07/01/2004 (3:16 pm)
Package problems Packages can't be activated twice, there's a check for this at the begining of the function (console... read more 06/30/2004 (6:53 pm)
Package problems I believe the problem arises from package deactivation. It is a problem we ran into with T2, and cou... read more 06/30/2004 (1:50 pm)
Animation sequences and flying vehicle Flying vehicles have 4 jet animations implemented, named as follows: "activateBack", "maintainBack"... read more 06/30/2004 (1:27 pm)
Shadows of vehicle tires? Glad I could help... read more 06/16/2004 (4:06 pm)
Shadows of vehicle tires? The steering animation is named "steering", and the animation for the brake lights is named "breakLi... read more 06/15/2004 (1:53 pm)
Shadows of vehicle tires? A quick and easy way you might consider is to make them a part of the vehicle model instead of mount... read more 06/10/2004 (6:14 pm)
Vehicle Animation Tutorials? Your vehicles can be comprised of any number of meshes, the only mesh limitation would be for the co... read more 06/04/2004 (1:57 pm)
How ar script function names mapped to the Engine? The script is calling the pushDialog consoleMethod defined in guiCanvass.cc (around line 108 in curr... read more 05/30/2004 (7:42 pm)
Another Interview (TSE) :o Virtual displacement mapping is much cooler. :) *drools*... read more 05/25/2004 (6:54 pm)
Attaching Wheels to Motorcycle Yes I got yours to work, mounted on your model with no changes made to the hubs. The refrence to the... read more 05/25/2004 (6:48 pm)
Attaching Wheels to Motorcycle I used one of my own wheels when I tested your model, so I didn't notice it yesterday... What you... read more 05/25/2004 (1:37 pm)
Attaching Wheels to Motorcycle A straight export of your file (using one of my vehicle scene config files) exported the hubs just f... read more 05/24/2004 (3:49 pm)
Best Commercial or non-commercial 3D modeler The dts and dif file formats are not exchangable, as they are designed and used for different things... read more 05/11/2004 (7:07 pm)
Confirm this..getVelocity() When you adjusted the mass of your vehicle, did you also adjust the force of your springs? They need... read more 04/27/2004 (2:45 pm)
Limitations with DTS Shapes Could it be your texture/material choice for the bridge that is causing the frame-hit?... read more 04/14/2004 (2:19 pm)
Player Weapon Mount Points. I'm not completely sure what you are after, but can say this: the weapon Images transform is moved a... read more 04/11/2004 (6:23 pm)
"Moving" terrain - possible? WHen you were trying to import your edited hieghtMap, did you change the settings for minimum terrai... read more 04/11/2004 (12:18 pm)
Vehicle collision issues Heh, I'm not trying to rush anyone, I've just been ever so thrilled the last couple of days since I ... read more 04/05/2004 (3:43 pm)
Vehicle collision issues I played around some more and found a way to reproduce the small issue that I mentioned earlier. In ... read more 04/04/2004 (4:24 pm)
Vehicle collision issues @Ben I spent about 10 minutes nudging my hover into interiors at a slow speed. If the speed is slow ... read more 04/04/2004 (3:51 pm)
Vehicle collision issues It occurred to me that when I moved the friction code that I didn't have it actually doing anything.... read more 04/04/2004 (3:51 pm)
Imaginary object impacts when using impulse I wonder if this might have to do with the players computed collision bounds... As I undrstand (thou... read more 04/04/2004 (3:00 pm)
Vehicle collision issues I decided to play around with this to see what I came up with. I moved the code in bold (from JV's p... read more 04/03/2004 (8:39 pm)
Terrain-sculpting Think of it like so.... A torque hieghtmap is 256 x 256. When you render the map you should try f... read more 04/03/2004 (7:22 pm)
Weapon recoil The weapon recoil is an animation for the player object. It simply makes the players' arm (and possi... read more 04/03/2004 (7:02 pm)
Terrain-sculpting Lately I have found using 3dsmax to generate a hieghtmap to be very productive. I create a mesh with... read more 04/02/2004 (3:09 pm)
Vehicle: center of gravity. The datablock parameter is: massCenter = "0 0 0"; Offsets can be + or - for the x, y and z axi... read more 04/02/2004 (3:03 pm)
Weapons By default ShapeBase images do not have collision in Torque. A weapon is not much of an object, just... read more 04/01/2004 (6:49 pm)
Unusual error, any ideas? It may be that the dust emitters defined in the player datablock specify a missing texture, thus the... read more 04/01/2004 (6:43 pm)
TSMaterialList help In the context of meshes, a "skin" is a mesh set up for vertex deformation. I imagine it got it's na... read more 03/31/2004 (4:54 pm)
Model positioning Take a Look at this page: [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view... read more 03/25/2004 (2:35 pm)
Animating collision box weird problems The collision will only register when a movable object runs into the piston's collision mesh. Since ... read more 03/25/2004 (2:23 pm)
Scripting help - Moving/Referencing 'other' item objects ANother route is to give it a name: new TSStatic(Blah) Then you could refer to it in script by usin... read more 03/22/2004 (7:20 pm)
Script - argument passing problem The problem is the last line of your nextVehicle function, you misspelled the array name: ->curre... read more 03/22/2004 (7:11 pm)
Minigun/Chaingun firing proplem If what the bot is targeting is actually going out of LOS just long enough to trigger whatever code ... read more 03/22/2004 (6:50 pm)
"Out of range read" @John It just occured to me because of the order I was reading forum posts that it sounded like you ... read more 03/21/2004 (6:53 pm)
My car behaves strangely The problem is that the center of mass for your vehicle is too low (it's actually under the terrain)... read more 03/21/2004 (6:43 pm)
Vehicle wheels missing in game It sounds like maybe your hub nodes are not getting exported. Make sure they are on the always expor... read more 03/21/2004 (5:29 pm)
Sliding foots in 1st person view What are you meaning with your reference to sliding; that the feet are animated when you are standin... read more 03/19/2004 (2:26 pm)
LOD, 3DS and not multires David put the following line in your scene's config file: =Params::T2AutoDetail 0 This should ... read more 03/18/2004 (1:53 pm)
Vehicle Physics - BEGGING for help! For MAX, the center of mass goes from the pivot point(center) of the Bounds box, However, in the veh... read more 03/17/2004 (4:07 pm)
Tsdump That particular function is used by the max2Dts exporter to generate the nice little hierarchy listi... read more 03/15/2004 (6:24 pm)