Morrock's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Worth using quaternions for Players? | Nathan has a point here, but I would actually suggest looking at grounded vehicles and the Vehicle c... read more | 12/27/2008 (7:06 pm) |
| Worth using quaternions for Players? | Players work well with being rotated for any purpose (terrain conforming, walking on walls, etc...) ... read more | 12/25/2008 (5:52 pm) |
| Just Started with the Terrain Editor - Mission Brush Squares? | Are you in one of the Terrain Editor windows (paint or editor)? If you enter the Mission Explorer (F... read more | 12/23/2008 (7:19 am) |
| Get it and Go | I don't know... Progress Quest was one of the best games I've ever played :P. I think the idea of a ... read more | 12/22/2008 (2:52 pm) |
| Random Dungeon Generation Theory | I saw this thread and it instantly interested me. I just spent today writing this random dungeon gen... read more | 12/20/2008 (10:33 pm) |
| Making an object rotate | So the drill spinning and moving forward is part of the object's animation, yes? (sorry don't have t... read more | 12/20/2008 (10:01 am) |
| Maximum tri counts | No, I don't mean break them into seperate models. There is a way to have different meshes that are s... read more | 12/20/2008 (9:56 am) |
| FPSC has simple physics, why can't Torque? | [quote]IMO, that's a problem with the scripting, not with Torqu.[/quote] Well you are right that th... read more | 12/20/2008 (9:44 am) |
| Maximum tri counts | I know a lot of exporters have export limits of 10k poly's per mesh. There usually isn't a total pol... read more | 12/19/2008 (2:04 pm) |
| Is graphics card mandatory to run games developed in TGEA | Pixel Shader 2.0 is required to use any of the shaders in TGEA. Pixel Shader 3.0 can also be used, b... read more | 12/18/2008 (1:33 pm) |
| How to cast shadows on walls? | You'll need to enable polysoup for shadows like that. Be careful what you enable it for however, as ... read more | 12/18/2008 (1:24 pm) |
| Tutorials | Ah sorry about that, but I've been checking back each day to see when the new ones come out, they ar... read more | 12/17/2008 (6:00 pm) |
| Tutorials | Also, if you'd like to see a good tutorial on making terrain, GG has been putting out a [url=http://... read more | 12/17/2008 (5:18 pm) |
| Particle Editor - how do you get it to save? | The particle editor usually saves them to the creator directory, but I've still experienced a few bu... read more | 12/13/2008 (3:47 pm) |
| TGEA 1.7.1 Bump Map Flickers on Floor | Have you tried this fix? [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=76412[/url]... read more | 12/04/2008 (1:21 pm) |
| Another Trigger question | A Physical zone is exactly what you want for this, not a trigger. Physical Zones allow you to add mo... read more | 12/01/2008 (1:27 pm) |
| asdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfasdf | A detail brush is a brush that will not be split by things such as HSR or divided for zoning, I'm no... read more | 11/27/2008 (8:18 pm) |
| asdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfaasdfasdf | Are you using the latest version of Constructor? [url]http://tdn.garagegames.com/wiki/Constructor#Co... read more | 11/27/2008 (6:20 pm) |
| Get last forward velocity | No, there doesn't seem to be a way to get the Players last move direction, not directly through scri... read more | 11/27/2008 (11:02 am) |
| Interior, exterior linking | Interior doesn't actually mean that it is indoors, that's just the name Torque uses for BSP-style ob... read more | 11/26/2008 (7:49 pm) |
| Get last forward velocity | I know the Player class has a getVelocity(), and there's also a getMaxForwardVelocity() method. I'm ... read more | 11/26/2008 (7:37 pm) |
| Request for new forum: engine issues common to TG*. | I second this. Would also cut down on the need for people to post the same thread in 3 different sec... read more | 11/24/2008 (6:37 pm) |
| Help on .dif Format... | If you loaded the tower into constructor as a .dts, it will not become part of the DIF structure. It... read more | 11/23/2008 (9:05 am) |
| How can we get then cool GG T-Shirts | I'd also buy a GG shirt, add it to my collection of shirts with symbols and references no one unders... read more | 11/22/2008 (11:28 am) |
| An invisible collision mesh | It's part of the Player datablock.... read more | 10/29/2008 (5:47 pm) |
| Happy Halloween, Free Zombie Animations from TrueBones.Com | That's very cool, thanks for the freebies!... read more | 10/28/2008 (5:23 pm) |
| An invisible collision mesh | I don't have much advice on creating invisible collision meshes much better than Mike's, but why wou... read more | 10/28/2008 (5:21 pm) |
| How-Brown Partical? | Try using with or without useInvAlpha, it makes a huge difference depending on how you need the part... read more | 10/20/2008 (3:24 pm) |
| AI pursue into a structure? | Check out Dan Keller's Flexible A* resource great pathfinding and takes about 10 minutes to implemen... read more | 10/08/2008 (4:56 pm) |
| Getting Started | Do you have a function for the client called SetScoreCounter(%clientScore)? You're incrementing the ... read more | 09/29/2008 (4:16 pm) |
| Some questions and concerns regarding TGEA? | There have been MMO's made with TGE. Just look up Minion's of Mirth. So yes it is possible, but it's... read more | 09/28/2008 (4:56 pm) |
| Some questions and concerns regarding TGEA? | 1) What is, true :-D 2) You'll need to make some extensive changes to Torque's Networking to get an... read more | 09/28/2008 (4:17 pm) |
| Please Help(somethings wrong with my editor) | [quote]than it's the playgui messed up[/quote] Ah, it's most likely that then. @Jared, it's a go... read more | 09/28/2008 (11:44 am) |
| Please Help(somethings wrong with my editor) | It should be mainly the Creator folder, that's where most of the editors are stored. The multiple cu... read more | 09/28/2008 (10:46 am) |
| More texture in TGEA Mega Terrain | Adding multiple terrain textures to TGE was actually fairly simple [url=http://www.garagegames.com/i... read more | 09/27/2008 (2:07 pm) |
| Particles, and the Saving of their Emitters | I just tried this in a stock TGEA 1.7.1 and had no trouble. I added the particles by opening the mis... read more | 09/27/2008 (2:02 pm) |
| Quick rayCast question | Ah, I thought %notIncluding was a mask, hehe. You're right, only one object ID can be passed as exem... read more | 09/22/2008 (4:36 pm) |
| Quick rayCast question | How about %notIncluding = %object | %player; Where %object is the staticShape, and %player is (obvi... read more | 09/22/2008 (4:29 pm) |
| FPSC has simple physics, why can't Torque? | [quote]So both these bugs are exactly what happens when I implement a crate, low mass and boxy. Woul... read more | 09/21/2008 (5:39 pm) |
| MarbleBlast Gold for iPhone | MB Ultra is on instantAction, isn't it?... read more | 09/21/2008 (5:00 pm) |
| FPSC has simple physics, why can't Torque? | I've got to agree with you that the Physics in Torque could use a lot of work. Though it doesn't see... read more | 09/21/2008 (4:55 pm) |
| NextGen Gaming In TGEA | That cloth simulation code is amazing. Any chance you'll be releasing it?... read more | 09/21/2008 (11:16 am) |
| Everything about Constructor | [quote]Use the snap, always It's a golden rule. If it jumps too much for your taste, make the snap r... read more | 09/18/2008 (5:02 pm) |
| Is there a way to deform brushes? | You can also edit the vertices directly by enterring vertex selection mode. Using the slice, subtrac... read more | 09/18/2008 (4:49 pm) |
| Collision with Player, but not projectile??? | [quote]but you don't enter an item. Can you affect it just by getting within an item's radius? How d... read more | 09/17/2008 (6:37 pm) |
| Detail textures | I believe TGEA has detail maps disabled, doesn't it?... read more | 09/17/2008 (6:31 pm) |
| Collision with Player, but not projectile??? | Item's don't seem to register collisions based on convexes or meshes, in the Player's findContact fu... read more | 09/15/2008 (4:02 pm) |
| Collision with Player, but not projectile??? | Well item collisions are handled differently. It's called at a different time (when checking for tri... read more | 09/13/2008 (9:41 pm) |
| Collision with Player, but not projectile??? | If a mesh is somehow incorrect or non-convex, a collision with objects such as Rigid's and Projectil... read more | 09/12/2008 (12:59 pm) |
| Collision bug | So, the issue is that the radius search is returning the volumeLight? Radius Searches aren't really ... read more | 09/08/2008 (1:43 pm) |