Jason Gossiaux's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Running TGE on Asus Eee or Acer one? | My friends tell me WoW plays reasonably well on the Acer One. If you keep the resolution down to sa... read more | 09/13/2008 (8:15 pm) |
| Animation Questions | I've noticed when using Pausethread that occasionally the animation will skip slightly before pausin... read more | 09/04/2008 (12:30 am) |
| Animation Questions | Apparently it was a priority issue. My blended arm animations needed to be of a LOWER priority tha... read more | 09/02/2008 (9:39 am) |
| Animation Questions | So I'm still having one hell of a time figuring this out. Either I am running into SDK errors,... read more | 09/01/2008 (5:48 pm) |
| 1 movement animation | I'd rename the rocks run/walk animations to something like customrun and customwalk. This would pre... read more | 08/22/2008 (10:43 pm) |
| Animation Questions | I guess the spaceork works because it isn't very versatile. The unanimated root pose is the same as... read more | 08/19/2008 (10:05 pm) |
| Which frame do blends use for their start? | EDIT - Ehh... ok I think I understand the concept now. Thanks a ton. The Torque engine has several... read more | 08/19/2008 (3:00 pm) |
| Which frame do blends use for their start? | [quote] I wouldn't have thought a different frame rate would mess anything up => do your non-blende... read more | 08/19/2008 (7:21 am) |
| Which frame do blends use for their start? | Well now I'm all confused again :P First of all, it looks like "export animations" became re-ch... read more | 08/18/2008 (9:30 pm) |
| Animation Questions | So the rootpose/run animation is a non blended cyclic animation with only leg movement, right? Th... read more | 08/18/2008 (1:21 pm) |
| Animation Questions | [quote] if your player is like the SpaceOrk , i mean if you plan to use similar behavior probably ... read more | 08/18/2008 (12:12 pm) |
| Joint rotation problems. | Oof, crazy stuff :P I am suprised these issues haven't come up more often throughout the past 5 yea... read more | 08/18/2008 (10:41 am) |
| Joint rotation problems. | Well that is what I'd feared. I already have many animations complete, and applying Zero to the mod... read more | 08/18/2008 (9:32 am) |
| Looking for Information | [quote] Create another Joint beyond the 'mountN' node, IE, a child of the Parent Mount0. Now rotate... read more | 08/18/2008 (7:25 am) |
| Animation Questions | Well I managed to get dsq animations working. So now I can probably look into blend animations. ... read more | 08/17/2008 (10:07 pm) |
| Looking for Information | Hehe, I didn't want to double post (posted in the MS3D forums), but I've modeled, textured and anim... read more | 08/17/2008 (7:10 pm) |
| Shaows cast onto bounding box. | One thing I forgot... there is a bug in the source you need to fix in order for the shadow casting t... read more | 07/23/2008 (7:28 pm) |
| Shaows cast onto bounding box. | Alright, let me try and explain since I just worked all this out myself :P The player casts a pla... read more | 07/23/2008 (5:12 pm) |
| Ultimate Duck Hunting on Wii | Ahh I see. It is too bad really. The path to Wii appears to exist but isn't a viable option for ma... read more | 07/10/2008 (8:24 am) |
| Ultimate Duck Hunting on Wii | Heh, someone needs to remove it from the GG site then I guess? When I first saw it there were quite... read more | 07/10/2008 (12:09 am) |
| Workflow Question | Interesting! Thanks for the help. I might check out Fragmotion. UV Map creation is the most t... read more | 07/08/2008 (3:18 pm) |
| Workflow Question | Hmm.. I don't see an option for UU3D Pro to open MS3D files. Hence why I've always exported them to... read more | 07/08/2008 (10:22 am) |
| How to get .dts objects to self shadow and prelit like .difs | At the top of shadow.cc you can edit the line: U32 Shadow::smShadowMask = TerrainObjectType | Int... read more | 07/08/2008 (7:01 am) |
| Tgea | Instead of creating a new thread, I guess I'll ask here :P In TGE I have had difficulty doing day... read more | 07/07/2008 (6:38 pm) |
| How to stop collision mesh shadowing? | Alright, I was right and the shadow code only selects the highest detail level for obstruction calcu... read more | 07/07/2008 (1:27 am) |
| How to stop collision mesh shadowing? | Someone in the milkshape forum suggested this is a bug where TGE renders shadows only on the lowest ... read more | 07/06/2008 (5:25 pm) |
| Another Milkshape export problem | Well the problem has become more complicated, so I posted about it over in the engine section. It... read more | 07/06/2008 (4:51 pm) |
| Another Milkshape export problem | Well it appears my problem was forgetting to combine all groups into one prior to exporting. Doing ... read more | 07/06/2008 (12:26 am) |
| Parabolic Aiming Calculation Help Needed. | Phew, ok I think I understand the problem better now. First things first - I thought I had upped my... read more | 07/02/2008 (8:55 pm) |
| Parabolic Aiming Calculation Help Needed. | Interesting approach - I'll try it. My projectile issue goes even deeper, and I've eliminated any... read more | 07/02/2008 (7:21 am) |
| Parabolic Aiming Calculation Help Needed. | Dang, you know just having 5 towers shooting 5 arrows each every 2 seconds is too much. This is ~25... read more | 07/01/2008 (11:04 pm) |
| Parabolic Aiming Calculation Help Needed. | Hmm, the arrows can fly for about 5-6 seconds each? I've sped them up a bit to help out. How do ... read more | 07/01/2008 (9:17 pm) |
| Parabolic Aiming Calculation Help Needed. | Hmm, you are correct that I could calculate the muzzle velocity and position only once, then apply t... read more | 07/01/2008 (8:01 am) |
| Parabolic Aiming Calculation Help Needed. | Heh, I'd actually found that resource while searching and did make some use of it. Thanks for the l... read more | 06/30/2008 (9:53 pm) |
| Parabolic Aiming Calculation Help Needed. | Well, I never got back to say thank you for the above comments and suggestions. I took a look at... read more | 06/30/2008 (5:11 pm) |
| Animated bounding box | The bounding box for players appears to be hard coded in script to be a single box. The bounding bo... read more | 05/12/2008 (1:40 pm) |
| Parabolic Aiming Calculation Help Needed. | A parabola is an arc. If you enable drag (ballistics) on a projectile and fire it into the air you'... read more | 05/06/2008 (12:52 am) |
| Requesting some clarification on Datablocks | Hmm, ok I think I'm getting it. So what I did was set those variables for the one singular databloc... read more | 04/28/2008 (4:11 pm) |
| Requesting some clarification on Datablocks | [code] On a slightly unrelated node, you seem to be shoving everything and sundry into your datablo... read more | 04/27/2008 (10:12 pm) |
| Requesting some clarification on Datablocks | Let me clarify a bit more about how I was using AIPlayer...maybe I wasn't doing things correctly the... read more | 04/27/2008 (12:20 am) |
| Requesting some clarification on Datablocks | Hmm, well I'm not trying to create a new datablock from scratch. I was trying to do what was done w... read more | 04/27/2008 (12:14 am) |
| TGEA demo Crash | Those Pentium 4's running over 3Ghz were known to be heat demons. Perhaps the heat issues present ar... read more | 04/25/2008 (9:11 am) |
| Brainstorming on real time building placement. | I'd considered the flattening approach. I guess what worries me is the complexity of real time terr... read more | 04/21/2008 (12:24 pm) |
| StaticShape's shadow & the sun's azimuth & elevation | Ahh I figured it out. You need to set shadowCanMove = true; shadowCanAnimate = true; in the... read more | 04/20/2008 (11:29 am) |
| How to make a building crumble? | Yeah but how do you do an animation where pieces and parts go crumbling? From what I can tell you a... read more | 04/19/2008 (9:23 am) |
| Hiding interiors | Oh you know, you are right. Argh, so confusing. So yes this is something each client needs to deci... read more | 04/07/2008 (7:55 pm) |
| Hiding interiors | I'm still pretty inexperienced with some of the engine networking code... but when using console met... read more | 04/07/2008 (4:33 pm) |
| OnStuck and Dynamic Avoidance | Yeah I did that and while it worked it looked odd having two bots walk gently into each other and th... read more | 04/07/2008 (4:27 pm) |
| Problem with determining mouse positition. | Heh, I post... and then figure it out. Never fails :P It turns out the OnMouseMove engine call w... read more | 04/07/2008 (2:02 am) |
| Hiding interiors | [quote]And DIFs actually portal correctly when outside[/quote] Let me clarify what I meant by thi... read more | 04/06/2008 (9:12 pm) |