Martin "Founder" Hoover's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Crashing on Collision | Objects with -1 in their name are considered collision meshes by the exporter. I have made models us... read more | 01/10/2004 (8:32 am) |
| Uncapping the Light Limit (moved) | Doh! Can I barrow a crow bar from someone?... read more | 01/09/2004 (1:59 pm) |
| Uncapping the Light Limit (moved) | As I recall the time limit is provided by a script global in serverPrefs.cs named $Server::TimeLimit... read more | 01/09/2004 (1:33 pm) |
| Getting 3D Max files to export | @Willbkool One reason max 5 may be crashing is that the version of multires that it has is not compa... read more | 01/08/2004 (7:09 pm) |
| Getting 3D Max files to export | If you have not done so try loading one of the simpleShape scenes from the documentation file pack h... read more | 01/07/2004 (6:10 pm) |
| Can't do the math, need vector minipulation here. | //this lil function generates the rotation required for an object at PosOne to point at PosTwo (z ro... read more | 01/04/2004 (3:21 pm) |
| Dts exporting .3ds | When you press the export button, and the save file dialogue comes up, ensure the file type in the d... read more | 01/04/2004 (9:47 am) |
| Bones | You should not need to do anything special to add the new bones. Just pop them in and animate them a... read more | 12/16/2003 (1:33 pm) |
| Make 2 WheeledVehicle different? | Ah yes, I misunderstood, I thought he was wanting 2 different types of tires on the same vehicle. As... read more | 12/14/2003 (12:50 pm) |
| Make 2 WheeledVehicle different? | The tires which get mounted to the vehicle are spicified in the vehicles ::onAdd function, the defau... read more | 12/13/2003 (8:07 pm) |
| ScriptGroup | Again, you can open the mis file in a text editor and add however many groups you need. I suggest th... read more | 12/09/2003 (6:29 pm) |
| ScriptGroup | In the editor/creator tree, under mission objects/system/ click on SimGroup and it will pop up a dia... read more | 12/09/2003 (1:58 pm) |
| Explanation of Flying Vehicle Propulsion | In that case there are 2 fields in the datablock that you should play around with... hoverHeight ... read more | 12/07/2003 (2:05 pm) |
| Explanation of Flying Vehicle Propulsion | I really don't mean to insult your intelligence or anything, but in the GameConnection::createPlayer... read more | 12/07/2003 (10:29 am) |
| vehicles | Make sure the the pivot point of the Bounds box is centered.... read more | 12/04/2003 (7:24 pm) |
| vehicles | Those are just some simple little functions to pull the desired numbers from transforms... functi... read more | 12/03/2003 (5:53 pm) |
| Collision detection | You should check out the resources posted by Josh Albrecht, dealing with extending player collision.... read more | 12/03/2003 (2:00 pm) |
| Help with vehicle damage animation system | The frames are not used to display a moving animation, but rather a damage level. i.e. frame 1 = 10%... read more | 12/02/2003 (4:10 pm) |
| Help with vehicle damage animation system | Well if unlinked morph animations could be exported containing only the animation information for ju... read more | 12/02/2003 (2:05 pm) |
| Using mountObject .. Help Needed | I don't think there would be any problems with that hierarchy, though it appears as if leftwing128 i... read more | 11/30/2003 (7:15 pm) |
| Using mountObject .. Help Needed | You do realize that if you make the wings as seperate objects and mount them as a shapeBaseImage tha... read more | 11/29/2003 (7:39 pm) |
| Unwrapping UVWs with more than one object | A simple way to accomplish this is to attach all of the seperate pieces onto one editable mesh objec... read more | 11/29/2003 (6:38 pm) |
| Spanking new Particle Engine | I would like to reiterate an idea thats been expressed in this and the Gold level thread... I hav... read more | 11/27/2003 (4:14 pm) |
| Spanking new Particle Engine | It might be a tad late, but I thought I'd add a bit to this.... Bearing in mind that I can script... read more | 11/25/2003 (5:57 pm) |
| Collision inoperative | What type of object is it in-game? If it's an itemObject, then you would tend to pass through it unl... read more | 11/02/2003 (1:14 pm) |
| Hovercraft movements and bounce ? | Take a look in hoverVehicle.cc, near the top is a function called HoverVehicleData::initPersistField... read more | 09/20/2003 (4:43 pm) |
| Hovercraft movements and bounce ? | In a hovercraft datablock, up the floatingGravMag to a high number (50+) and it will keep the hover ... read more | 09/17/2003 (7:06 pm) |
| Assertion Error during vertex merge on mesh | Ahh, I had not considered manually making the detail levels, I tend toward the lazy side. But it sho... read more | 04/22/2002 (2:58 pm) |
| Assertion Error during vertex merge on mesh | Considering the very small scale that (T2) uses what is close? I have vertices in other objects that... read more | 04/21/2002 (8:46 pm) |
| Illegal Transform Error | If the animations that it is erroring on are sequences, try deleting the mesh before you export the ... read more | 04/21/2002 (2:34 pm) |
| Exporting texture paths to the .dts | Well heres something I figured out, don't know if it will work for you or not, but seems to for me. ... read more | 04/21/2002 (2:23 pm) |
| Exporting texture paths to the .dts | Ahh the main ingredient here that was needed to make it export the path was a leading \ before base.... read more | 02/15/2002 (3:15 pm) |