Dan Keller's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| CloneWithBehaviors + timer shoot broken? | Does the original object have the template behavior?... read more | 07/25/2008 (6:52 am) |
| Layers | You can either say %obj.layer = # when you add the object, or (preferably) use the cloneWithBehavior... read more | 07/25/2008 (6:50 am) |
| What's wrong with this function? (accessing Vehicle::mRigid) | You should use [code] Rigid* getRigid() {return &mRigid;}; [/code] What you're doing passes... read more | 07/25/2008 (6:45 am) |
| Player can "scale" a static mesh (walk stright up it) | Try turning off (I think) canStep in the object properties.... read more | 07/24/2008 (12:19 pm) |
| Shifting the eyepoint | A better way to do this is animate the eye node of your player model, and play the animation on a ke... read more | 07/22/2008 (1:06 pm) |
| One error with a vanila install of TSE + VC2008 | Is your dx sdk up to date?... read more | 07/22/2008 (11:57 am) |
| Line of Sight Help Please (Auto-Targeting) | Use the dot-product of your view vector and the enemy's location minus your location. The dot produc... read more | 07/21/2008 (7:38 pm) |
| How would I make a character face the direction they are moving? | You can change $mvYaw in moveleft, moveright, etc. in default.bind.cs. I'm not sure of the exact val... read more | 07/19/2008 (7:26 pm) |
| Garagegames. Vector is broken. | It's not broken, that's just how Vector is. It's the same with std::vector. Vector is typically u... read more | 07/19/2008 (7:20 pm) |
| Torque world units vs physical units | Those are also meters.... read more | 07/11/2008 (7:13 am) |
| World-space 3D text ? | I would suggest using dts. It won't be as reusable, but it would take MUCH longer to code a 3d text ... read more | 07/07/2008 (8:00 pm) |
| Is there a step function? | Projectile::processTick() is the one you want. It's used to control projectile movement, so it shoul... read more | 07/07/2008 (7:57 pm) |
| TGEA 1.7.1 compile | Yes. The "Getting Started" page in the documentation should tell you all you need to know to compile... read more | 06/26/2008 (6:50 pm) |
| Adding chat box and other question | Did you add exec lines for the cs files?... read more | 06/11/2008 (5:26 am) |
| Too many .ml files | Delete all of them. The ones you need will be automatically rebuilt on mission load.... read more | 06/11/2008 (5:20 am) |
| Bot Pathfinding? | Did you follow all the instructions in the .htm file? Also, what kind of pathfinding do you need?... read more | 06/09/2008 (3:06 pm) |
| Inventory, Items, I'm lost | Isn't there already an inventory system? All you have to do to use that is put [code] maxInv[[i]Sw... read more | 06/09/2008 (2:54 pm) |
| Replacing Collision | Terrain is in terrCollision.cc, static shape is in tsCollision.cc, interior is in interiorCollision.... read more | 06/07/2008 (1:33 pm) |
| Non-Solid Geometry Please Help | [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=73561[/url]... read more | 06/05/2008 (2:50 pm) |
| Modifying player move in processTick | Nevermind. preprocessMove() works a lot better for this.... read more | 06/04/2008 (9:03 pm) |
| Adding AI - in theory (Newbie) | For each new ai, add [code] datablock PlayerData([i]aiName[/i] : PlayerBody) { shapeFile = "~... read more | 05/27/2008 (5:35 pm) |
| Procedural road object (help?) | I still can't get it to work.... read more | 05/21/2008 (10:19 am) |
| Container::castRay question | I'm pretty sure projectiles have their collision meshes disabled by default, because they collide wi... read more | 05/20/2008 (12:23 pm) |
| Saving/Loading Fog Storm settings | I'm having the same issue.... read more | 05/09/2008 (11:54 am) |
| TGE has Rainbow color overlay on terrain textures? | Do you have it set to 32 or 16 bit color?... read more | 05/06/2008 (6:49 pm) |
| HLSL Grass shader | You need to convert from tga to png or jpg. Torque doesn't support tga.... read more | 05/05/2008 (5:57 pm) |
| HLSL Grass shader | GrassP.hlsl [code] #define IN_HLSL #include "shdrConsts.h" //---------------------------------... read more | 05/03/2008 (9:36 pm) |
| HLSL Grass shader | I have it basically done. There are still two issues, though. The first is that it's somewhat slow. ... read more | 05/03/2008 (9:36 pm) |
| Hello world | You actually don't need the semicolon.... read more | 05/03/2008 (8:14 pm) |
| HLSL Grass shader | I'm trying to convert the grass shader now. I don't know a huge amount about shaders, but I'm learni... read more | 05/02/2008 (1:29 pm) |
| Rotation of an AI | Couldn't you just use setAimLocation()?... read more | 05/01/2008 (7:47 pm) |
| Help with direction on player source | I strongly doubt that any source modifications are needed to do this. Just make sure you have all th... read more | 04/29/2008 (5:16 pm) |
| 2D Sprites in 3D surroundings? | I think many dts exporters support an automatic billboard lod.... read more | 04/29/2008 (12:36 pm) |
| Collision detection | You might want to run the profiler for a while and see if Player_PhysicsSection shows up high on the... read more | 04/28/2008 (6:15 pm) |
| Trigger help | Where is it being called from? What's the complete error message?... read more | 04/28/2008 (6:08 pm) |
| Collision detection | I don't think it's necessary. If the objects are far off, they are probably in a different bin and w... read more | 04/27/2008 (6:44 pm) |
| Newbie question - importing own objects in the TorqueWorldEdito | For what you are doing, you need a dts object. You don't use Constructor to make these, instead you ... read more | 04/27/2008 (8:24 am) |
| Finally got some good looking Atlas2 terrain... | When I do a unique texture, it works (although the textures are very blurry). When I select blended ... read more | 04/26/2008 (11:36 am) |
| Calling unpackUpdate on server | That state information is exactly what I'm trying to save, ie, all the information to reload the dyn... read more | 04/26/2008 (11:33 am) |
| Certain shadows are wrecking my brain... | It might have something to do with the kind of light you're using.... read more | 04/25/2008 (12:34 pm) |
| Finally got some good looking Atlas2 terrain... | I haven't had much success doing blended textures with the l3dt exporter. Should I just do it manual... read more | 04/24/2008 (8:31 pm) |
| Procedural road object (help?) | Well, it's just a proof of concept right now; I'll clean it up once it actually works. And Ron, t... read more | 04/22/2008 (7:42 pm) |
| Making my bot move more intelligently. | It doesn't take a rocket scientist to make the bot walk backwards. Just set it to aim at a location ... read more | 04/22/2008 (2:22 pm) |
| Jagged Walls | If everything lines up, that would work well.... read more | 04/22/2008 (1:20 pm) |
| Someone's gotta know | What is going on is you are converting all the LODs as separate difs. The reason there are no doors ... read more | 04/21/2008 (5:52 pm) |
| Procedural road object (help?) | Ok, I give up. I can't get it to work. Can someone else try? Here are the files: [url=http://66.... read more | 04/21/2008 (5:41 pm) |
| Procedural road object (help?) | I am right now.... read more | 04/20/2008 (3:53 pm) |
| How do you access a field in a player's datablock? | You don't need to add anything to source for that. I think your main problem is confusing the databl... read more | 04/20/2008 (9:10 am) |
| Question about sharing TGEA with team. (please check) | I always scroll to the bottom of a thread to see if there is anything new.... read more | 04/20/2008 (9:00 am) |
| Changing Code bt not changin in game | You need to change that in the player datablock, not in source.... read more | 04/19/2008 (3:20 pm) |