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Setting object skins from the scripts

The project I'm working on requires the ability to dynamically set the skin of an object according to its team. In our situation, a team actually does mean a team of players and the objects associated with them, but more generally it can be an identifier to associate any group of objects together. Here's how we do it.

Author Joel Baxter Date 03/27/2002 (5:55 pm) Comment 25 comments

3ds max: Tips and Tricks

This is just a brief compilation of tips and tricks I have learned. It includes anything I can think of that improves workflow/ease of use. Some might be obvious, others may not. Feel free to add-on.

Author Bulish Date 03/27/2002 (5:53 pm) Comment 1 comments

fxReplicator

One of the problems with creating lots of static objects within any mission is the fact that any client connecting remotely needs to have all the related object information sent to them over their connection. This is where the fxReplicator comes in. Given the fact that most computer-based random number generators use a 'seed' value to produce a seemingly random value and given this seed value, you can reproduce the supposedly random values again and again. The fxReplicator uses this fact to allow you to select a seed value on the server, create objects based upon that seed value using a pseudo-random number generator, stop those objects from 'ghosting' to the client (the problem part), ghost the replicator object to the connecting client and have this ghost replicator reproduce the exact set of 'random' objects on the client side. Using this process, significant bandwidth can be saved when decorating your mission terrains with static objects.

Author Melv May Date 03/27/2002 (5:50 pm) Comment 38 comments

Setting up a CVSNT Server

This is a tutorial I made that simplifies the process of setting up a CVSNT server on a Windows NT machine.

Author Matthew Shapiro Date 03/25/2002 (8:56 pm) Comment 5 comments

Updated GUI ex/fx bitmap control (GuiBitmapExCtrl-GuiBitmapFxCtrl)

GuiBitmapExCtrl supports rotation and scaling from a pivot, flipping (x, y), color, translation, modulation, wrapping etc... GuiBitmapFxCtrl is a effect version of the GuiBitmapExCtrl. It supports waveform (Sin,Square,Triangle,Sawtooth,Inversesawtooth) on rotation, scaling, translation, pivot, color and alpha like Quake3

Author Sylvain Rochette Date 03/25/2002 (8:55 pm) Comment 14 comments

Jet pack love...

Adding "jetting" functionality to your player.cc file...

Author Taylor Suchan Date 03/18/2002 (2:28 pm) Comment 50 comments

Torque Joystick Fix

The existing DirectInput code in Torque works fine, until you try to use a joystick with it. These changes will upgrade the code to use DirectInput 8 which does appear to work correctly. [Edit: As of April 5, 2002 this has been merged into the GarageGames CVS]

Author James Lupiani Date 03/16/2002 (1:12 pm) Comment 7 comments

Better Fluid Rendering ...

I've expanded the fluid rendering system so as to allow for more realistic fluid motion. In here you should find double-sided environment mapping, drift/flow control, submersion distortion control and control over backfacing for higher performance.

Author Melv May Date 03/16/2002 (1:10 pm) Comment 25 comments

A Slightly Better Spawn Function

This is a slightly better spawn function than the current one... This will look for objects in the way and place your player at the level of the terrain.

Author Taylor Suchan Date 03/14/2002 (3:51 pm) Comment 15 comments

Zip File Fix For Torque

Simple fix for zip files in Torque (version 1.1.1)

Author Taylor Suchan Date 03/14/2002 (3:50 pm) Comment 15 comments