Game Development Community

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)