Game Development Community

Trent's Forum Posts

Thread Post Date Posted
Exception in T3DParticleEmitter when Engine.Settings.EnableBackBufferEffects is set to false [with workaround] Ok I have a work around that goes in your Game.cs: [code] protected override void Draw(GameTime ... read more 12/10/2009 (9:42 am)
Exception in T3DParticleEmitter when Engine.Settings.EnableBackBufferEffects is set to false [with workaround] Doing some debugging of this, it appears that SetData<>() is called on the same vertex buffer ... read more 12/10/2009 (8:31 am)
Exception in T3DParticleEmitter when Engine.Settings.EnableBackBufferEffects is set to false [with workaround] Ok, _vbSize == 6, but the array passed in via parameter v (of type PCTTBN in this case) is 8190 elem... read more 12/10/2009 (2:42 am)
Exception in T3DParticleEmitter when Engine.Settings.EnableBackBufferEffects is set to false [with workaround] Something a bit wierd going on with the forums at the moment... I wont try posting it in bug submiss... read more 12/10/2009 (2:41 am)
Exception in T3DParticleEmitter when Engine.Settings.EnableBackBufferEffects is set to false [with workaround] Oh come on, I posted this in Bug Submissions!... read more 12/10/2009 (2:28 am)
T3DMountComponent This is the current code I'm using to do the test. I have a movement component so I can rotate the p... read more 12/09/2009 (8:48 pm)
T3DMountComponent Interestingly enough, yes, my T3DSphere scales!... read more 12/09/2009 (7:21 pm)
T3DMountComponent I don't think it does in TX. Aren't you using sphere collision objects seperate from the rendered me... read more 12/09/2009 (7:17 pm)
T3DMountComponent I'll give it a go. Have you tried a dts instead of a sphere? or a box?... read more 12/09/2009 (6:49 pm)
T3DMountComponent Yeah I didn't try it with a collision sphere just yet. I'm actually using a T3DBox, but I set the sc... read more 12/09/2009 (6:41 pm)
T3DMountComponent Scale is definitely working for me on the same test app I ran this morning to test the mounting.... read more 12/09/2009 (5:15 am)
T3DMountComponent Ah yes, my child object was also registered before I mounted it. Glad to hear that you got it workin... read more 12/09/2009 (1:18 am)
T3DMountComponent Which overload of MountObject() are you using?... read more 12/08/2009 (11:11 pm)
T3DMountComponent Another idea might be to try a new test project in which you create a simple object with a mesh, and... read more 12/08/2009 (9:17 pm)
T3DMountComponent Hmm it's a tough one, are you using 3.1.4.0 ? I only just realised you're using the CC version, so y... read more 12/08/2009 (8:37 pm)
T3DMountComponent Maybe you could post your mount code? Or the order in which you create the objects? Where are you tr... read more 12/08/2009 (6:51 pm)
Rotating Around a Point From my quick mount test I did in response to your other post, it appears that yes, the scene positi... read more 12/08/2009 (5:49 pm)
T3DMountComponent Ok I just tried it, took me about 3 goes to get it right. You need to call mountObject() [b]after[/b... read more 12/08/2009 (5:41 pm)
My models aren't being rendered [solved, not my fault!] Yeah I have pro. I'm at home atm, I just created a new project and once again the assembly names are... read more 12/08/2009 (7:57 am)
Trial Version 0 days left. There is a $100 reset switch you can try :)... read more 12/08/2009 (1:36 am)
My models aren't being rendered [solved, not my fault!] Renaming the Assembly Names of the projects in their properties tab has solved the problem, yay me! ... read more 12/07/2009 (11:53 pm)
My models aren't being rendered [solved, not my fault!] OK! I believe I have found the cause, though I am not sure why this is happening. My home project... read more 12/07/2009 (11:45 pm)
My models aren't being rendered [solved, not my fault!] I find this really strange. I have a copy of my code from the BeginRun() method that was working on ... read more 12/07/2009 (9:47 pm)
Trial Version 0 days left. What do you think?... read more 12/07/2009 (8:56 pm)
Where did the love go? I'd like the TX3D editor to work full stop.... read more 12/07/2009 (8:53 pm)
Missing File when running BUILD : BUILD SOLUTION Sounds like you have some issues with your installation of XNA. Have you got XNA 3.1 and Visual C# 2... read more 12/07/2009 (8:46 pm)
Delegate Usefulness [quote]Does it go something along the lines of being able to pass a method to another method and cal... read more 12/06/2009 (11:59 pm)
Where did the love go? [quote]there are other restrictions - yes you can only get dx9 because of compactibility with xbox b... read more 12/06/2009 (11:11 pm)
My models aren't being rendered [solved, not my fault!] My work code isn't even setting the camera to the scene view and it works fine... totally bizarre.... read more 12/06/2009 (9:12 pm)
Where did the love go? XNA only place a restriction of DX9 currently, everything else is possible. I think you'll find man ... read more 12/06/2009 (5:41 pm)
Rotating Around a Point Couldn't you just use a T3DMountComponent?... read more 12/06/2009 (1:52 am)
My models aren't being rendered [solved, not my fault!] Well I definitely forgot to set the content control of the GUICanvas, but even that doesn't seem to ... read more 12/05/2009 (8:04 pm)
Content Pipeline Question Ok, what it actually means is that you can use your compiled content, ie. the .xnb files, but you ca... read more 12/05/2009 (8:16 am)
My models aren't being rendered [solved, not my fault!] Ok I'm not sure what I'm doing wrong. I've been reading over John's book and it doesn't appear that ... read more 12/05/2009 (7:52 am)
My models aren't being rendered [solved, not my fault!] Part of my problem definitely was that I didn't actually have a UV channel set in blender. It shows ... read more 12/05/2009 (1:49 am)
My models aren't being rendered [solved, not my fault!] Seems I am mistaken, it doesn't render correctly in STP and doesn't look like the exporter is export... read more 12/05/2009 (1:15 am)
Raytrace (again) I think the file you want is weapons/FPSBulletProjectile.cs _rigidManager.CollisionScene.CastRay(... read more 12/03/2009 (7:40 pm)
why are DTS models backwards? I haven't fully moved to TX yet because I don't fully understand the architecture yet.... read more 12/03/2009 (6:45 am)
why are DTS models backwards? +Y in max or in game? I model to +Y, and I know FBX messes that up for me and points in wierd direct... read more 12/03/2009 (2:21 am)
Houdini for use with Torque So I take it you actually got it doing what you wanted to after that?... read more 12/02/2009 (7:38 pm)
why are DTS models backwards? Hmm... sounds more like XNA and its retarded coordinate system. -z is fowards in XNA where as +z is ... read more 11/30/2009 (5:10 am)
Torque Constructor Windows 7 I thought they moved away from CSG in T3D, making Constructor an obsolete tool...... read more 11/30/2009 (1:40 am)
why are DTS models backwards? I hadn't really noticed... I don't use them (yet). Does this happen when you don't mess up in max?... read more 11/30/2009 (12:56 am)
My Beginner Questions Awesome :)... read more 11/30/2009 (12:24 am)
FontRenderer issues [workaround inside] Ok, Engine.Settings.EnableBackBufferEffects is the culprit here. This means that if I need refrac... read more 11/29/2009 (9:51 pm)
FontRenderer issues [workaround inside] Ok it's something to do with post processing... I comment out line 553 in TorqueEngineComponent ... read more 11/29/2009 (9:05 pm)
FontRenderer issues [workaround inside] To help things along (I hope), I added a spritefont/spritebatch into the Game class, and rendered ou... read more 11/29/2009 (8:55 pm)
My Beginner Questions Is it possible that you have a poly underneath your floor (facing down) at the same Z as the floor? ... read more 11/29/2009 (7:15 pm)
Untrusted Component: Template Wizard v3.1.4.0 Seem to have fixed the problem by making sure that I uninstalled the old version AND any other versi... read more 11/29/2009 (8:03 am)
Engine Code Question Probably a mistake in this case, though not always a mistake, more so a style. I've seen coders use ... read more 11/26/2009 (10:47 pm)