Daniel Buckmaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Creating characters | Yep, it is. But the data still has to be stored somewhere - I don't want to have to set up a persist... read more | 04/12/2008 (10:18 pm) |
| Orange Guy and exporter 0.96 | Okay, will do. Thanks for a speedy response :) Yep, that did it.... read more | 04/12/2008 (11:52 am) |
| Creating characters | I figured I was being kinda tame with this idea :P. I'm not going for MMO in any way or form - but t... read more | 04/12/2008 (11:49 am) |
| Blender, the hitbox resource, and player bounds | Ooh. I always wondered what that meant. Thanks so much for all this!... read more | 04/09/2008 (11:51 am) |
| Blender, the hitbox resource, and player bounds | You are an absolute hero. Thank you so much for this :) Quick question - how would I go about findi... read more | 04/08/2008 (11:30 am) |
| Blender, the hitbox resource, and player bounds | I'm eating my head in excitement! [That wasn't meant to sound sarcastic, just stupi... read more | 04/07/2008 (9:25 am) |
| LOD in Blender | Nope, I think it's the other way around. Detail 1 is the most detailed model, the one that will be s... read more | 04/06/2008 (1:15 pm) |
| LOD in Blender | Have you exported models from Blender before? I'm going to assume you have, and it'll make this much... read more | 04/06/2008 (11:25 am) |
| CorrectMuzzleVector and Triggers | Sounds like a very good idea :)... read more | 04/06/2008 (11:13 am) |
| Blender, the hitbox resource, and player bounds | I can send you my modified files if you want. I'm sure I haven't botched any of the implementation. ... read more | 04/06/2008 (9:09 am) |
| Blender, the hitbox resource, and player bounds | I should also probably mention that I had to change something in the resource for it to work- [code... read more | 04/06/2008 (5:24 am) |
| Blender, the hitbox resource, and player bounds | How about both? :P This is with Bounds not parented to anything... um... yeah. I did just realise ... read more | 04/05/2008 (11:38 pm) |
| Blender, the hitbox resource, and player bounds | In TSShapeInstance::buildInstanceData, everything seems fine. Gotta check where else meshList is mod... read more | 04/05/2008 (1:34 pm) |
| Blender, the hitbox resource, and player bounds | Well, I changed the object names and the dSprintf in ShapeBaseData::preload to use an X, and nothing... read more | 04/05/2008 (1:11 pm) |
| Blender, the hitbox resource, and player bounds | That's for the info on the bounds box... I tried taking the datablock line out, which defines a stri... read more | 04/05/2008 (12:26 pm) |
| Firing trigger madness | [quote]1. So when I do %obj.setImageTrigger(0,true) on the server, I am merely incrementing $mvTrigg... read more | 04/05/2008 (5:07 am) |
| Brainstorming phase - Amoeba Shooter | Sounds like a pretty cool idea. Would you make team leaders any better to offset the huge advantage ... read more | 04/05/2008 (4:54 am) |
| Firing trigger madness | Extra info - I think there are six trigger slots, 0-5. Slots 0 and 1, as you can see above, set the ... read more | 04/03/2008 (11:09 pm) |
| FPS, same old ideas, my attempt at new uses. | That is a really good idea. You could make all sorts of thematic points in a story, with a premise l... read more | 04/02/2008 (12:53 am) |
| Player falling effect in tutorial.base | I think you'll find some datablock settings for player headshake - the effect itself isn't an animat... read more | 04/01/2008 (2:20 am) |
| Object type bit shift too large... | I don't think the problem is in the masks - it's in the object type definitions. Like ProjectileObje... read more | 03/30/2008 (2:00 pm) |
| Object type bit shift too large... | Not in my copy of the engine - the only free bit I found was 21.... read more | 03/30/2008 (8:59 am) |
| ContainerFindFirst freezes Torque | %range is 100 %position is "float float float" (forgot the values but they were correct) I think t... read more | 03/29/2008 (8:33 am) |
| Modernization Kit Beta Thread 2 | Koushik, you are a hero :) On an unrelated note - is there someone who can better explain the DRL... read more | 03/27/2008 (11:18 am) |
| Advanced weapon behvaiour | For the bolter, I meant the weapon would actually fire (run through the whole state sequence) four t... read more | 03/25/2008 (5:03 am) |
| Where is all the ai | You're right, built-in AI in Torque is rather basic. TDN has a good [url=http://tdn.garagegames.com/... read more | 03/23/2008 (8:02 am) |
| Centre legs to torso | Update bump. When I remove the last line, the code actually does nothing like what I want it to. Som... read more | 03/08/2008 (12:54 am) |
| Co-op dilemma | I've figured out a solution for my game - I talked to a few friends and we worked out a way to wedge... read more | 03/06/2008 (10:28 pm) |
| Appearance-modifying Armor (and more) | The mesh hiding resource seems to have some problems in 1.5.2.... read more | 03/04/2008 (11:47 am) |
| Weapon system solutions | That sort of sounds like exactly what I was suggesting :P. Except using a GameBase derivative instea... read more | 02/24/2008 (5:58 am) |
| Best Method of Collision Detection? | I also think this resource is the best for hitbxes. There are others, but less flexible, or far more... read more | 02/23/2008 (11:42 pm) |
| Weapon system solutions | A ScriptObject for each item? Or using a ScriptObject based inventory system? Basically what I'm adv... read more | 02/23/2008 (11:39 pm) |
| Weapon system solutions | [quote]What the heck are you needing all this for? Why would you care if your weapons had physics go... read more | 02/23/2008 (10:30 pm) |
| Get node transform | Yeah, I figured, but can't find anything. Scary. Would it do to call animate() in the getNodeTransfo... read more | 02/23/2008 (1:18 pm) |
| Get node transform | Glad to see you got your animation movement problems sorted. Ramen-sama - any idea how to get thi... read more | 02/23/2008 (6:26 am) |
| Innovative FPS Features | [quote]About the gameplay,,add some fore funny things in it......[/quote] What do you mean by that?... read more | 02/18/2008 (7:39 am) |
| Animation affecting position | [quote]In that case I sadly wasted 200 bucks. And that's no joke because I'd never be able to make m... read more | 02/15/2008 (11:46 am) |
| Dynamic Gravity Manipulation | Or, if you're searching through Torque to find all the uses of gravity, then change it all to a vect... read more | 02/15/2008 (11:39 am) |
| Node) Render transform | Okay, this is now sort of starting to overlap with the node transform thread that's just bobbed to t... read more | 02/15/2008 (8:23 am) |
| Would any of you be interested in this? | [quote]Spend just a little money and send in a newly recruited boarding party onto the ships you wan... read more | 02/13/2008 (10:58 am) |
| Node) Render transform | Yes, I am working on this problem just so I can bump this thread... The problem seems to be movin... read more | 02/10/2008 (11:55 am) |
| ProcessAfter but not interpolateAfter? | Yeah, I sort of realised that changing the mounting system is far preferable to hacking in a new mou... read more | 02/10/2008 (7:48 am) |
| What do you think? | Backstory is good enough for a video game, but just one question. If your player is an elite governm... read more | 02/07/2008 (11:41 pm) |
| Node) Render transform | I've discovered the source of the flat transform matrices. Whenever the object's processTick is call... read more | 02/06/2008 (6:08 am) |
| Node) Render transform | It seems I've misinterpreted the problem. These methods work fine - it's something to do with the ob... read more | 02/06/2008 (1:48 am) |
| Why Player::pickActionAnimaion changes animation based on speed? | I think that pickActionAnimation uses velocity to determine which animation to use. So if the player... read more | 02/04/2008 (10:18 pm) |
| Item CastRay? | I'm probably wrong, but wouldn't Item simply use the ShapeBase castRay function when a ray got cast ... read more | 02/04/2008 (6:16 am) |
| Solving an access violation | [quote]Sure it's easier to blame something else when you make mistakes, but it won't help you grow a... read more | 02/03/2008 (5:17 am) |
| Making a tank work with a turret | Andy, you would be my hero ;). For an hour's work, that tank's looking amazing. [quote]I'd love t... read more | 01/28/2008 (8:58 am) |
| Start from scratch? | One more. I don't know how to get to it on TDN, but somehow I found it: [url]http://tdn.garagegames... read more | 01/25/2008 (10:53 pm) |