Jay Verba's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Selecting an ItemObjectType | Thanks sir. As an update, I changed the .dts to one that we had on hand with an LOS coll detail and... read more | 09/19/2008 (1:02 pm) |
| Selecting an ItemObjectType | I've never had to put an LOS collision node in any of my other .dts's. My player model doesn't have... read more | 09/19/2008 (12:22 pm) |
| Alpha masking of GUI Controls | Look up Gui Commander Hud... read more | 07/08/2008 (12:30 pm) |
| Polysoup vs. DIF | Never disabled dif collision detection before but it's in player.cpp line 92 [code] static U3... read more | 07/07/2008 (6:55 am) |
| Animation Triggers | If you have successfully created / exported triggers for your model, you should get a call back in s... read more | 06/26/2008 (5:47 am) |
| TGEA 1.7 Python Support | Just realized I was an idiot and forgot to fix one more case of arguments, look at line 273 and make... read more | 06/20/2008 (8:16 am) |
| AfxParticleEmitterDiscData w/ afxPathData | Yeah, it turned out to be something like that. I was just going for a small "wave" of dust moving o... read more | 06/13/2008 (4:52 am) |
| Zode + afxXfmMod issues | Work around in progress, will edit to update results. Edit: Worked!... read more | 06/12/2008 (10:59 am) |
| Zode + afxXfmMod issues | GroundImpact_Con is a player object. This is an event that is fired when the character falls far en... read more | 06/12/2008 (10:17 am) |
| New mission problems | I would bet that they are being created procedurally somewhere in script and being added to the scen... read more | 06/11/2008 (6:19 am) |
| Magic Missile not working | Awesome news. I got the effect working wonderfully with the afxModel attached to the missile method... read more | 06/11/2008 (6:06 am) |
| Magic Missile not working | Roger, I will try this path.... read more | 06/10/2008 (1:22 pm) |
| Magic Missile not working | I don't see anything really abnormal in the object creation for magic missile. Edit: Alright, aw... read more | 06/10/2008 (1:09 pm) |
| Magic Missile not working | Going to debug afxMagicMissile to see what's going on at creation...... read more | 06/10/2008 (12:41 pm) |
| Magic Missile not working | Full effect in case it's something else. I'm at a loss. [code] datablock afxAnimLockData(footBa... read more | 06/10/2008 (12:33 pm) |
| Magic Missile not working | Still seeing this -> "... Shape with old version." in my console.log Which is peculiar.... read more | 06/10/2008 (12:03 pm) |
| Magic Missile not working | Update: So that error was because I changed the shapeName path erroneously. I'm back to no error m... read more | 06/10/2008 (11:52 am) |
| Magic Missile not working | I am getting this error now. lobby/server/scripts/effects/footballPass.cs (192): preload failed f... read more | 06/10/2008 (11:23 am) |
| Magic Missile not working | So... [code] missileShapeScale = "1 1 1"; [/code] still no missile This is being utilized i... read more | 06/10/2008 (11:10 am) |
| Magic Missile not working | Oh I will try that... and TGEA for future reference.... read more | 06/10/2008 (11:06 am) |
| Mouse Input Bug | All of that is correct Jeff. For the record, I see what you are doing in afxTSctrl and all of that ... read more | 06/04/2008 (10:01 am) |
| AFXTSCtrl -- setblackout question | Yeah I saw the reference to that function, I should have assumed they stubbed it out and didn't both... read more | 06/03/2008 (9:35 am) |
| Change effectron color/position | I didn't read the whole thread, but if you haven't solved moving the zodiac in regards to mouse inpu... read more | 06/02/2008 (6:12 am) |
| Free Moving Selectron + Spells Targeting Locations | Is looking... ... and found it Wow was I confused early on with AFX heh! Feel free to ignore ... read more | 05/30/2008 (5:49 am) |
| Zodiacs + DIFs (interiors) + TGEA | Good news Jeff. Let me know what I need to do to fix it, or if there is anything I can do to help.... read more | 05/29/2008 (12:09 pm) |
| Zodiacs + DIFs (interiors) + TGEA | I figured out atleast one of the issues. The DIF's that aren't displaying the zode properly are sca... read more | 05/29/2008 (10:05 am) |
| PIX Debugging Question / Tips | We had a malformed DIF with missing textures that was quintupling our texture usage and using 600+mb... read more | 05/29/2008 (9:00 am) |
| Zodiacs + DIFs (interiors) + TGEA | Am I correct in assuming that zodiacs will not show up on TSstatics / Polysoup collision objects?... read more | 05/29/2008 (8:13 am) |
| Zodiacs + DIFs (interiors) + TGEA | Ok, here's the same effect working correctly in Stock AFX, so the issue must be with our DIF's. If ... read more | 05/29/2008 (7:25 am) |
| Zodiacs + Atlas | Thank you for the clarification Jeff. The intention is just to get a generic shadow effectron on al... read more | 05/29/2008 (7:11 am) |
| PIX Debugging Question / Tips | I am using 1.7. I'll throw the breakpoints in and see what happens, performance is totally crus... read more | 05/29/2008 (6:47 am) |
| Zodiacs + Atlas | Jeff, I went back to a normal set up. I have the effect datablocks in their own file, and it is exe... read more | 05/29/2008 (5:56 am) |
| Zodiacs + Atlas | Thanks for your help Jeff. You are prompt and thorough as always. I will take another look at this... read more | 05/28/2008 (8:14 pm) |
| Zodiacs + Atlas | I am only hitting that breakpoint once, and that's with server = true. I think this is the issue. ... read more | 05/28/2008 (3:20 pm) |
| Zodiacs + Atlas | Is this the full code? [code] bool afxZodiacData::preload(bool server, char errorBuffer[256]) {... read more | 05/28/2008 (3:08 pm) |
| Zodiacs + Atlas | I tried scheduling the startEffectron call for 15 seconds later. Same result.... read more | 05/28/2008 (2:50 pm) |
| Zodiacs + Atlas | I literally just cut and paste -ed the datablocks and everything directly into game.cs just to get s... read more | 05/28/2008 (2:46 pm) |
| Zodiacs + Atlas | Also, this is not showing up on interiors that I have in the mission.... read more | 05/28/2008 (2:30 pm) |
| Zodiacs + Atlas | Update: I see no "Could not locate texture:" warning / error in console.log Edit: Update: Also, ... read more | 05/28/2008 (2:16 pm) |
| Zodiacs + Atlas | Shadow.png is in the same folder as game.cs... obviously you wouldn't want to do this for real, but ... read more | 05/28/2008 (2:09 pm) |
| Free Moving Selectron + Spells Targeting Locations | I posted code that did exactly what you are looking for. Search this forum and the spells forum for... read more | 05/28/2008 (1:15 pm) |
| Zodiacs + Atlas | So... here's the issue: [image]http://gears.nndsonline.org/temp/zode_atlas_bug.png[/image] her... read more | 05/28/2008 (12:29 pm) |
| TGEA 1.7 Python Support | Argument Passing Unaware if someone posted the fix yet for pytorque exports, here is the fixed co... read more | 05/14/2008 (12:04 pm) |
| TGEA 1.7.0 Beta1 feedback | I'm not worried about the TGB editor. We have a working version of TGE + TGB, and we have worked ou... read more | 03/20/2008 (6:10 am) |
| TGEA 1.7.0 Beta1 feedback | Is a T2D folder like the T3D folder intended to be included at some point? This would be HUGE for u... read more | 03/19/2008 (9:09 am) |
| Problems with Blended Terrain | Yea, I hope that release is so. There are a few of us here that are quite familiar with shaders. T... read more | 02/14/2008 (11:53 am) |
| Problems with Blended Terrain | @Bobby I am not seeing where in the thread it mentions how to fix this problem. I have seen this re... read more | 02/14/2008 (8:00 am) |
| Problems with Blended Terrain | Thanks Bobby I will take a look into that. If I do bake the lightmap in will it still support dynam... read more | 02/14/2008 (7:42 am) |
| ATLAS] Blended Terrains - Crashing during Mission lighting | Jesse I seem to be having a similar problem with the two of you. However, my game does not spit ... read more | 02/13/2008 (2:41 pm) |
| ATLAS] Blended Terrains - Crashing during Mission lighting | Jesse I seem to be having a similar problem with the two of you. However, my game does not spit ... read more | 02/13/2008 (1:03 pm) |