Steve Acaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Frame Rate | I've found TGEA1.7.1 to generally have better performance than TGE1.5.2, but as JPB said, games real... read more | 07/30/2008 (6:30 pm) |
| Translucency problem | Try setting the alpharef to 255 and see how it comes out then. [code] new Material(foliage1) { ... read more | 07/15/2008 (6:26 pm) |
| Sound troubles | Thanks for that info, Tom.... read more | 07/15/2008 (6:02 pm) |
| Sound troubles | Glad you found the solution, I always preload all sounds as I expect it's faster than streaming. ... read more | 07/15/2008 (3:32 pm) |
| Sound troubles | Check that your audio sound is mono and not stereo. Stereo for 2D sounds, Mono for 3D sounds.... read more | 07/15/2008 (4:46 am) |
| TGEA 1.7.1 - Map2Dif_plus_tgea | I stand corrected, it appears that the green brush borders do appear on the base texture as well fro... read more | 07/12/2008 (4:57 pm) |
| TGEA 1.7.1 - Map2Dif_plus_tgea | Brush Borders - so that's what they're called. I noticed them but only from acute angles and only on... read more | 07/11/2008 (6:46 pm) |
| TGEA 1.7.0 Bug - Interior normal maps using incorrect sun vector | Thanks for that, Matt. 3 line fixes are the type of edits I like!... read more | 07/08/2008 (2:51 pm) |
| Sound bug with weapon fire in TGEA 1.7.1 | Yeah, I got that problem too. It ain't a fix but here's a work-around. Disable the sound in your wea... read more | 07/08/2008 (2:32 pm) |
| Constructor 1.05 for Windows | @MC Szeto I had that problem but a clean install (instead of patch upon patch upon patch) of Cons... read more | 07/08/2008 (2:15 pm) |
| Terrain Texture Sizes? | The Nifty Thing: TexelsPerMeter - basically how many times the texture will tile over a terrain s... read more | 07/08/2008 (6:43 am) |
| Question about terrain for TGEA 1.7.1 | 1) Heightmaps for megaterrains are under [i]World Editor Creator -> Mission Objects -> Environment -... read more | 07/06/2008 (9:16 am) |
| Terrain Texture Sizes? | Yes 1.7.x can. And there's a nifty variable on the terrain object that can be used to make your text... read more | 07/03/2008 (4:34 pm) |
| Saving in cs | @ Scott Really? Can't say I've ever come across those problems (yet) but thanks for link and I have... read more | 07/03/2008 (6:53 am) |
| Saving in cs | Never use Wordpad for any scripting language - it adds formating. If you don't want to use an IDE li... read more | 07/02/2008 (1:13 pm) |
| Map2dif_plus_tgea crash... | If it exports fine without your detail brushes then I'd suggest the problem is somewhere amongst the... read more | 06/19/2008 (2:43 pm) |
| Map2dif_plus_tgea crash... | I get a crash when it exports --- -but it does export my dif. Though Null face removal doesn't work.... read more | 06/17/2008 (3:01 pm) |
| TGEA 1.7 - Mission Editor on Save As | Thanks for that info, Helk. I'd been trawling Microsoft thinking it was a Windows SDK (Server 2003) ... read more | 06/13/2008 (2:39 pm) |
| TGEA and vista | Both work fine on my Vista (32-bit). Which is more than I can say about Vista itself..... There i... read more | 06/08/2008 (4:07 pm) |
| Improving AI Targeting | Well done, I'd tried something similar in script - but C++ is so much better.... read more | 06/04/2008 (6:48 pm) |
| How can I make a StaticShape drop from sky? | I don't think that's going to work, mate. Static shape objects are just static. Shape objects on ... read more | 06/04/2008 (6:38 pm) |
| Copying a city/buildings? | Apart from the Mad Bishop of Manchester (The Times (UK) had a great series of articles on it at the ... read more | 06/02/2008 (1:33 pm) |
| Constructor 1.05 for Windows | Cheers for that.... read more | 06/02/2008 (8:31 am) |
| Copying a city/buildings? | Buildings - or rather their represented image - aren't copywrited. Hollywood film execs didn't pay... read more | 06/02/2008 (8:14 am) |
| AI Trigger discussion | If you haven't read up on triggers in the documentation and on TDN now is the time to do so. Also c... read more | 05/28/2008 (6:33 pm) |
| AI afraid of rain? | I haven't played around with weather yet, but could you try getting the ID type/classname of the pro... read more | 05/25/2008 (9:25 am) |
| ContainerFindFirst - distance based? | Ah, I see. I was hoping it would search out from the origin to detect closest first - and now I real... read more | 05/14/2008 (6:44 am) |
| ContainerFindFirst - distance based? | And the answer seems to be distance - but working from the outer edge of the radius back to the orig... read more | 05/13/2008 (6:19 pm) |
| Weapon in the wall | Actually I didn't do anything "knowingly" to stop the player's weapons from pressing into the wall. ... read more | 05/13/2008 (10:46 am) |
| Le noob, le questions | Great link list, Alan. Couple of really useful tutorials in there I had not come across.... read more | 05/10/2008 (6:11 pm) |
| Trigger Code | Actually, after a little test I realise that you'd have to make a function to inform the server that... read more | 05/08/2008 (10:07 am) |
| Bot Miscalculating path on an incline | Just a thought but isn't there a friction setting for AI in their datablock? Increasing that might m... read more | 05/08/2008 (7:36 am) |
| Trigger Code | As Jason said above, relocating the trigger in the height axis (out of the player's reach) is also h... read more | 05/08/2008 (7:27 am) |
| Are you experienced with torque's load game process? | Check out the game.cs file. As I remember that's where it spawns the player and sets the control ob... read more | 05/01/2008 (9:12 pm) |
| LOD in Blender | As many as you want - I'm currently using 5 LODs for my human models. Goes from high detailed up cl... read more | 05/01/2008 (7:14 pm) |
| Splash screen rules for gg | Try looking in [i]client/ui[/i] for [i]StartupGui.cs[/i] - have a quick look through the code, it's ... read more | 04/17/2008 (3:43 am) |
| Age | Go Specky! I started making text adventures in '83 when I was 10. Made a super-basic, non-scrolli... read more | 04/12/2008 (5:31 pm) |
| OnStuck and Dynamic Avoidance | [quote]exported models are ignored entirely in favor of the hard coded boundingBox variable[/quote] ... read more | 04/07/2008 (4:33 pm) |
| Client in the trigger | Classname check for a Player (human/client) [code] function PlayerOnlyTrigger::onEnterTrigger(%thi... read more | 04/07/2008 (8:54 am) |
| OnStuck and Dynamic Avoidance | After further practising; The boundingbox values deal with collision between the AI and other mod... read more | 04/07/2008 (8:48 am) |
| OnStuck and Dynamic Avoidance | ======== Slippery AI ======== I managed to get my AI to be more non-stick and bounce off each o... read more | 04/06/2008 (10:33 am) |
| OnStuck and Dynamic Avoidance | Bryce, that was just psuedo-code off the top my head - nothing I was actually trying to use. But wel... read more | 04/05/2008 (8:05 am) |
| LOD Problem with a small Town | Just a thought, but if your LODs start at 250 pixels (and I think that's 250 wide not high), and the... read more | 03/24/2008 (10:52 am) |
| LOD Problem with a small Town | I'm no expert with constructor but .... Are you trying to LOD and export the whole town as a [b]s... read more | 03/21/2008 (7:15 pm) |
| Scheduling and Prime Numbers | [quote]premature optimisation is the root of all evil[/quote] Best quote I've heard in a long tim... read more | 03/17/2008 (4:08 pm) |
| Scheduling and Prime Numbers | No my schedules don't [i]need[/i] to be prime numbers - I just read somewhere (non-Torque related pr... read more | 03/16/2008 (10:26 am) |
| Scheduling and Prime Numbers | I wasn't doing anything [i]bizarre[/i] - just wondering what differences would make with performance... read more | 03/14/2008 (2:29 pm) |