Dan Keller's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How to make a building crumble? | If the parts of your building are not connected by geometry in the dts, they can break apart. If you... read more | 04/19/2008 (11:34 am) |
| Portals, mirrors, and more | If you really want to see what portals can do, run the stronghold mission in a debug build of torque... read more | 04/06/2008 (8:48 pm) |
| Padlocks in mission inspector | You don't. The padlock means the object doesn't need to be moved.... read more | 04/04/2008 (1:07 pm) |
| Torque strengths/weeknesses | Strengths: - Editor - Terrain engine - Multiplayer - Portability - Price - Flexibility ... read more | 03/31/2008 (6:56 pm) |
| Rotating projectile? | Probably you can animate the dts and tell it to start when the projectile is fired. I'm not sure whe... read more | 03/31/2008 (6:25 pm) |
| Procedural road object (help?) | Ok, but my biggest issue right now is getting collision working.... read more | 03/28/2008 (1:38 pm) |
| Procedural road object (help?) | Ok, to fix the problem where it doesn't always render, change onAdd to [code] bool fxRoad::onAdd()... read more | 03/23/2008 (2:19 pm) |
| Procedural road object (help?) | @Tom That's exactly what it does. @Jeff The projection sounds like a good idea, then I won't have... read more | 03/23/2008 (1:53 pm) |
| Procedural road object (help?) | I looked at the fog code and couldn't make any sense out of it. Oh, and I tried implementing collisi... read more | 03/20/2008 (4:13 pm) |
| Procedural road object (help?) |
OOPS!!!!!
ok in sim\simPath.h around line 43 add
[code]
void getPath(Vector |
03/18/2008 (7:37 pm) |
| Player animations determined by weapon (almost works) (help?) | Not noticeably... read more | 03/18/2008 (2:08 pm) |
| Player animations determined by weapon (almost works) (help?) | Only add the action animations (like crouching) to the list. I'm not sure exactly how to add melee a... read more | 03/04/2008 (10:23 am) |
| How do I manage the objects in source code? | I have something like that implemented that works fairly well the class looks something like [code]... read more | 01/31/2008 (5:47 am) |
| Jerkyness because of shadow rendering | So how is [url=http://www.garagegames.com/mg/snapshot/view.php?qid=1249]this[/url] done?... read more | 01/29/2008 (10:19 am) |
| Player animations determined by weapon (almost works) (help?) | I think it'll apply to TGEA easily, because there are no rendering calls. I don't own TGEA so someon... read more | 01/15/2008 (10:08 am) |
| How can I optimize? | You could try the pathshape resource. By the way, I looked at the buggy shape in showtool, and fo... read more | 01/05/2008 (1:17 pm) |
| Bullet Penetration | You might want to instead change the part in ::processTick that says [code] if (getContainer()-... read more | 01/01/2008 (2:42 pm) |
| Player not rendering | If you set the bounding box of your player to include the eye node, or move the eye node inside the ... read more | 12/25/2007 (11:49 am) |
| Non-convex collision | What I have now is: (it doesn't work by the way) [code] Box3F RoadConvex::getBoundingBox() const ... read more | 12/20/2007 (5:04 am) |
| Non-convex collision | It seems that the terrain uses a different convex object for every polygon. That's probably the best... read more | 12/15/2007 (5:28 pm) |
| Non-convex collision | Ok, this might clarify what I'm looking at here. It's not convex or even closed, it's just 3 triangl... read more | 12/14/2007 (8:41 pm) |
| Non-convex collision | I don't know if it would be worth implementing opcode just for this, but what about a terrain-like c... read more | 12/14/2007 (8:07 pm) |
| Non-convex collision | It isn't a dts, it's just a bunch of triangles generated in real-time by the engine.... read more | 12/14/2007 (11:06 am) |
| Player animations determined by weapon (almost works) (help?) | Ok, you can use the file links above.... read more | 12/02/2007 (6:44 pm) |
| Player animations determined by weapon (almost works) (help?) | It's done. I'll post code soon.... read more | 12/02/2007 (3:15 pm) |
| Player animations determined by weapon (almost works) (help?) | Well, I figured out the problem. There's a little piece of code in updateMove that checks if the pla... read more | 11/25/2007 (7:59 pm) |
| Immersive AI Engine by Gavin Bunney discussion | Is there a way to implement only the pathfinding? The rest is far too complex for my needs.... read more | 11/23/2007 (8:05 am) |
| Player animations determined by weapon (almost works) (help?) | The odd thing is, before picking up a weapon, it [i]sometimes[/i] look right. I can start moving and... read more | 11/23/2007 (7:52 am) |
| Kynapse AI in Torque | Do you think they would license it on a per-unit-sold basis instead of a flat price? Also, what do y... read more | 11/12/2007 (1:43 pm) |
| Basic player animation | To stop the player from moving, you could temporarily un-bind the movement keys. And setActionThread... read more | 10/21/2007 (7:05 pm) |
| I can't submit resources | Awww ... and I went to all the trouble of re-submitting it. Oh well.... read more | 09/28/2007 (12:48 pm) |
| Load another mission | Hello? Does anyone know what's going wrong?... read more | 09/16/2007 (7:14 pm) |
| Env map | That was it. The 7th image from TGE1.5's sky_blue sky is a solid color. I replaced it with the 7th i... read more | 09/01/2007 (9:41 am) |
| Env map | It's a TSStatic. I have the reflectance map option turned off. I think the problem might be that the... read more | 09/01/2007 (9:35 am) |
| Reducing level load time | Is anyone else having problems with loading a mission, then leaving the mission and loading another ... read more | 09/01/2007 (9:28 am) |
| Env map | I tried setting that in the mission file, but it didn't work. I don't want to create a datablock bec... read more | 08/31/2007 (6:04 pm) |
| Different enemy models? | Open aiPlayer.cs. In the DemoPlayer datablock, add the line shapeFile = "~/data/shapes/player/... read more | 08/31/2007 (5:11 pm) |
| Help me | You don't need to manually compile the cs files. They are automatically compiled when you run the ga... read more | 08/25/2007 (11:43 am) |
| TGE 1.5.2 Released | When I try to download, all it does is say "waiting for download2.garagegames.com" at the bottom of ... read more | 05/28/2007 (10:25 am) |
| Can't open file | Are you sure you haven't already opened the stream somewhere?... read more | 05/27/2007 (6:29 pm) |
| Simple request | Unfortunately, it is impossible to re-create Kork's bone structure in blender. What sort of problem ... read more | 05/27/2007 (6:06 pm) |
| Torque Constructor 1.0.1 Released | Any dif exported from 1.0.1 won't show up in the game. It looks fine in constructor, and doesn't cre... read more | 05/18/2007 (6:40 pm) |
| Adding weapons and vehicles ect... | No, to add anything other than geometry and lights and stuff like that you use Torque's built in edi... read more | 05/11/2007 (7:56 pm) |
| It doesn't fit screen on 800 by 600 display | Instead of having the display on 800x600, you could just increase the default font size in the windo... read more | 04/29/2007 (5:43 pm) |
| My Warehouse | It it all an interior or are there some statics in there?... read more | 04/20/2007 (9:24 am) |
| My first character model | [quote]The mouth doesn't appear to be closed in[/quote] I keep forgetting to fix that... [quote]... read more | 04/19/2007 (1:00 pm) |
| My first character model | Thanks! Here's another shot. [image]http://66.49.245.246/shot3.jpg[/image]... read more | 04/16/2007 (8:18 am) |
| Post your profiler dump | Here's mine (I deleted everything under 1%): %NSTime % Time Invoke # Name 33.283 33.294 ... read more | 04/14/2007 (9:05 pm) |
| Api | Thanks, that's exactly what I was looking for.... read more | 04/11/2007 (6:45 pm) |
| Ideal Arch Tool | How about a curvature slider thing, from circular to oval. Or a "pointiness" slider, controlling how... read more | 04/11/2007 (2:07 pm) |