Daniel Buckmaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Players walking on vehicles (a suggestion, not a question) | Progress? I've worked up some really simple code. [code]bool Rigid::resolveCollision(const Point... read more | 07/27/2008 (8:29 am) |
| Players walking on vehicles (a suggestion, not a question) | One problem will be that the actual rotation of the player won't change. I don't think it's a big is... read more | 07/27/2008 (1:03 am) |
| AI afraid of rain? | Is there any reason that precipitation should be counted as a projectile? If not, then change it :P ... read more | 07/26/2008 (10:14 pm) |
| Collision isn't working as expected... | What's your onCollision method? It does seem strange that one object oes not register the collision.... read more | 07/26/2008 (10:09 pm) |
| Interiors and Detailmapping | I can't answer that aside from saying 'I have no idea' ...sorry :P... read more | 07/26/2008 (12:31 pm) |
| Players walking on vehicles (a suggestion, not a question) | Vehicle::getVelocity can take a Point3F argument, the relative position to the vehicle. So angular v... read more | 07/26/2008 (10:41 am) |
| Players walking on vehicles (a suggestion, not a question) | Gradually solving the collision issue. I brought resolveDisplacement back from the dead, and complet... read more | 07/26/2008 (6:39 am) |
| Interiors and Detailmapping | What errors are you getting? As far as I'm aware, the MaterialPropertyMap is not really a console... read more | 07/26/2008 (6:38 am) |
| How to make a player to push a car? | I think the problem the original poster is seeing is that when a Vehicle (or a RigidShape) collides ... read more | 07/25/2008 (10:13 pm) |
| What's wrong with this function? (accessing Vehicle::mRigid) | Ah... that was silly :P. Thank you very much for clearing that up :)... read more | 07/25/2008 (10:10 am) |
| Moving around INSIDE vehicles? | I think I have an inkling of what should happen. In mirrorSubObject.cc, the functions transformModel... read more | 07/25/2008 (10:09 am) |
| Moving around INSIDE vehicles? | Sorry for the threadomancy... it's only a few months old! [quote]Whether this effect is worth the... read more | 07/25/2008 (2:30 am) |
| Blender 2 map | Interesting; thanks for sharing! That should see good use around here...... read more | 07/23/2008 (12:07 pm) |
| Making the player character invisible? | Or, if you're making a first person game... set renderFirstPerson to false in your player datablock.... read more | 07/23/2008 (12:10 am) |
| Looking for a blog (projectile spread) | No, I don't think so... I *think* the one I'm thinking of may have used C++ instead of/as well as sc... read more | 07/22/2008 (10:13 am) |
| Checking for null objects... | Okay, thanks for clearing that up. I guess the answer, then, is to make sure idx makes sense. [qu... read more | 07/22/2008 (6:57 am) |
| Multiple, concurrent missions (server questions) | Thanks for the info, everyone! Devon - I'm kind of unsure about master server stuff, but thanks f... read more | 07/17/2008 (9:43 pm) |
| New idea for terrain holes in interiors | Oh man, that's ridiculous - that's exactly what I want to do! So strange... Thank you hugely for th... read more | 07/15/2008 (1:21 am) |
| New idea for terrain holes in interiors | Huh, that looks like exactly the effect I want to achieve. What happens if you move the camera so th... read more | 07/11/2008 (6:48 pm) |
| New idea for terrain holes in interiors | Okay, I'm probably barking up the wrong tree or simply misinformed. When a portal is encountered in... read more | 06/22/2008 (1:10 am) |
| Blend > .map > .DIF | Thanks for that :)... read more | 06/21/2008 (5:25 am) |
| New idea for terrain holes in interiors | Though for shader-less TGE, that solution may just have to be viable. I'm going to look some more in... read more | 06/21/2008 (5:24 am) |
| Mounting images on images | [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14920[/url]... read more | 06/19/2008 (12:09 pm) |
| Terrain | Hmm... you're right, having higher-resolution textures would alleviate this issue a lot. If your tex... read more | 06/18/2008 (7:22 am) |
| Terrain | Oh, okay - I thought TGE solved that particular issue. I completely agree that this is quite a nasty... read more | 06/18/2008 (6:24 am) |
| Blend > .map > .DIF | Does somene still have a copy of the most recent Blender->map exporter? I found a link to one in thi... read more | 06/18/2008 (4:27 am) |
| Terrain | I completely agree. However, these aren't trivial modifications :P. In my personal opinion, adding t... read more | 06/17/2008 (8:48 am) |
| New idea for terrain holes in interiors | [quote]What if a system was set up where the terrain verticies in the portal?[/quote] What do you m... read more | 06/17/2008 (6:58 am) |
| Mounting images on images | Okay, I simplified my system somewhat to remove a lot of extraneous stuff. But they key idea is stil... read more | 06/17/2008 (6:13 am) |
| How to get .dts objects to self shadow and prelit like .difs | I think there is an old stencil shadow resource that may have supported self-shadowing, but it's not... read more | 06/14/2008 (11:00 pm) |
| New idea for terrain holes in interiors | Heh, I just found that this afternoon. It's only for TGEA, though. I think a fix for this problem... read more | 06/14/2008 (12:15 pm) |
| Mounting images on images | I thought of that, so I tried a getMuzzlePoint on the image that I didn't think was rendering. It se... read more | 06/14/2008 (7:31 am) |
| Mounting images on images | It seems like getImageTransform is the only function I need to modify (and getRenderImageTransform),... read more | 06/14/2008 (12:41 am) |
| New idea for terrain holes in interiors | Really? I was under the impression that it wasn't working, so I abandoned this line of thought. But ... read more | 06/13/2008 (3:17 am) |
| Mounting images on images | Edward: I agree... Nick: But then you still get the same problem - each weapon has to be modeled ... read more | 06/13/2008 (3:14 am) |
| Setmovedestination behavior | I think it was designed to give the bots a little 'tolerance', so they didn't take ages positioning ... read more | 06/11/2008 (9:44 am) |
| What's up with gravity? | Okay, I see your point. So it's a problem with the content, not the programming. If I made a world s... read more | 05/26/2008 (8:48 am) |
| Cheep Particle Tricks | This looks pretty cool. What uses does it have, obviously apart from making bouncy particle effects?... read more | 05/25/2008 (1:25 pm) |
| Weapon in the wall | Now, [i]that's[/i] a good idea. Maybe instead of using retraction nodes, modify the Player's look an... read more | 05/13/2008 (10:23 am) |
| Weapon in the wall | Torque already has retraction node code - if you butt up against a wall, your weapon is just pushed ... read more | 05/10/2008 (11:05 pm) |
| More than 1 Detail Texture for terrain. Possible? | It's also overkill for just wanting different detail textures, which really is quite a silly problem... read more | 05/08/2008 (1:05 pm) |
| Metroid Prime-style HUD | My first instinct would be to use the client-side TSStatic resource, and simply create the GUI as a ... read more | 05/08/2008 (12:59 pm) |
| Parabolic Aiming Calculation Help Needed. | [quote]The first problem with parabolic aiming, is detecting if the target is in my parabola line of... read more | 05/06/2008 (7:54 am) |
| Requesting some clarification on Datablocks | Okay, that's cool. Just making sure, you know? No offence (or patronisation :P) was intended.... read more | 04/28/2008 (12:37 pm) |
| Requesting some clarification on Datablocks | On a slightly unrelated node, you seem to be shoving everything and sundry into your datablocks. Thi... read more | 04/27/2008 (11:32 am) |
| Integrating Stats and Breaking MaxHealth | RE your mDataBlock->maxDamage problem, the author means to search for 'mDataBlock->maxDamage' and re... read more | 04/23/2008 (9:41 am) |
| Once again.. Hovering | Would it be possible to make modifications to FlyingVehicle to get more hover-y behaviour? Basically... read more | 04/20/2008 (12:21 am) |
| AIPlayer Jump trigger | Dalo: movePtr->trigger[2] = true; This line, I am guessing, would go somewhere in AIPlayer::getAI... read more | 04/16/2008 (8:18 am) |
| SetSkinName troubles (multiple materials per object) | Thanks very much for the link! I'll have a go at it. EDIT: Seems to have worked! Thank you very m... read more | 04/16/2008 (7:32 am) |
| Creating characters | I've been working up ideas for an encryption scheem, but I'm worried about it not being enough. Stil... read more | 04/16/2008 (7:29 am) |