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Jesse Allen's Forum Posts

Thread Post Date Posted
Frame Drop When Removing Weapons You remember correctly Richard =) The problem arises from no sound being played prior to loading ... read more 03/26/2016 (9:24 am)
Weapon-Based Animations [Solved] No problem, the more detailed guides available the better. Feel free to convert to wiki as I'm curre... read more 01/02/2015 (8:49 am)
Weapon-Based Animations [Solved] I just stumbled on this post again, and had forgotten about this. I just wanted to post in that I di... read more 01/01/2015 (1:27 pm)
Weapon-Based Animations [Solved] @Danny: Hey Danny, don't get too worried about it just yet. I haven't dug 'deep' into the source cod... read more 12/10/2014 (9:05 pm)
Weapon-Based Animations [Solved] Spoke too soon. The reason it worked fine on the root animation is because it was the first one I... read more 12/03/2014 (11:54 am)
AIPlayers running in circles starting in 3.6.2 Nice investigative work Guy! Anytime I read a posting and it ends with me smacking my forehead and t... read more 12/03/2014 (10:34 am)
Weapon-Based Animations [Solved] Alright, nailed it. The main cause of the problem was due to the imported .DAE holding the mesh data... read more 12/03/2014 (1:23 am)
AIPlayers running in circles starting in 3.6.2 Just wanted to chime in my support that this is indeed an issue. Personally I noticed it starting at... read more 12/02/2014 (6:58 pm)
Weapon-Based Animations [Solved] Bump. Anyone know how to set up image mounted specific animations? Also is it really true tha... read more 12/02/2014 (9:12 am)
Weapon-Based Animations [Solved] I just finally ended up testing this with another model I had that did have separate animations. I e... read more 12/01/2014 (7:21 pm)
Weapon-Based Animations [Solved] Hmm, I'm not sure if it's a bug or I'm just not using the ImageAnimation system correctly. Following... read more 12/01/2014 (6:32 pm)
Weapon-Based Animations [Solved] Hi Az, thanks for the input. I actually just stumbled on a little information about the weapon datab... read more 12/01/2014 (4:15 pm)
God rays Hi guys, joined in late here but I did have a question regarding shaders. More recently I've venture... read more 11/26/2014 (11:01 am)
Ghosting Limits Well I'll be...I completely overlooked the fact that our removeCube() is using local coordinates(of ... read more 11/26/2014 (10:47 am)
Ghosting Limits Thanks for the reply Danny, I did drop a Con:printf into the CubeRemovedEvent() like so: [code] ... read more 11/25/2014 (4:12 pm)
Ghosting Limits Alright, got a chance to plug this in this morning. Good news and bad news: The good news is I wa... read more 11/25/2014 (8:09 am)
Ghosting Limits Wowzers! Hey thanks Danny, this is extremely valuable :) I've been a tad busy working with some art ... read more 11/24/2014 (11:38 pm)
3.6.2 Development Branch - Terrain Bug Sure :) With master it looks good. With development there is the problem in the screenshot. ... read more 11/13/2014 (10:37 pm)
Artist and level designers [quote]I've been quite unhappy at Torque's fuzzy shadows. Not sure if I just don't know how to tweak... read more 11/13/2014 (8:04 pm)
Artist and level designers Oh, nice one Az. Appreciate it, this deserves a closer look.... read more 11/13/2014 (12:09 pm)
Artist and level designers [quote]I think the collision for groundcover was meant for using shapes, not with the grass billboar... read more 11/13/2014 (11:38 am)
Artist and level designers Nice, appreciate it Richard, I need to do a bit more experimenting with the Forest tool. Perhaps it'... read more 11/10/2014 (4:50 pm)
Artist and level designers lol @ Timmy! @Richard: I must not be holding my mouth right when using the Forest tool. I probab... read more 11/10/2014 (3:54 pm)
My first Torque3D project screenshots - feedback wanted :) Yep, just like I mentioned [url=http://www.garagegames.com/community/forums/viewthread/140243/2#comm... read more 11/10/2014 (3:35 pm)
Artist and level designers [quote]A real man places every tree by hand *hides*[/quote] A real man doesn't hide. If des... read more 11/10/2014 (3:27 pm)
Artist and level designers Ground Cover needs collision support at the very least. This would make it possible to place trees w... read more 11/10/2014 (12:19 pm)
Vector help Nice man, good idea about the mounts. Glad you got it working! ... read more 11/07/2014 (3:15 pm)
Vector help Did you ever make any progress on this Adam? It's pretty interesting and there are several ways this... read more 11/07/2014 (11:05 am)
Projectiles Don't Fire from MuzzlePoint (Solution) Alright, I fixed it... It's the same gosh-darned problem I ran into before with 3rd Person aiming... read more 10/31/2014 (10:02 am)
Projectiles Don't Fire from MuzzlePoint (Solution) Yep Richard, I sure did. Here's what I did manage to dig up though just now: I dug through the Sh... read more 10/31/2014 (9:25 am)
Player Aim at Mouse Cursor @DreamPharoah: Based on your description, it's hard to tell. Is your project sideview? If so, is you... read more 10/30/2014 (11:59 pm)
Player Aim at Mouse Cursor Thanks Danny. I'll definitely do some research around the suggestion you've pointed out :) I'll g... read more 10/30/2014 (3:31 pm)
Player Aim at Mouse Cursor Thanks for the quick reply Richard. I did actually try to simulate what you're suggesting with t... read more 10/30/2014 (12:00 pm)
renderMeshExample castRay At the very least I got a good chuckle out of the vid :) It's good to finally see some solid resolut... read more 10/26/2014 (10:20 pm)
renderMeshExample castRay Try this, it's basically what I've got now for the cubes I've been working with - minus the indexing... read more 10/26/2014 (7:12 pm)
Ghosting Limits [image]http://i1213.photobucket.com/albums/cc466/rockoutsolid/UseTheSource.png[/image]... read more 10/25/2014 (4:38 pm)
Ghosting Limits Fixed the rayCast... :D... read more 10/25/2014 (2:02 pm)
texture/mapping problem when restarting T3D Remapping the slanted spots could definitely help. If you take a close look at the doors in the sem-... read more 10/25/2014 (1:19 pm)
texture/mapping problem when restarting T3D [quote]when i rename/remap the textures do they have to have a different set of names for each diffe... read more 10/24/2014 (4:02 pm)
texture/mapping problem when restarting T3D It is possible double-sided could work, yes. The fact that you were able to replace the image and ha... read more 10/24/2014 (5:52 am)
texture/mapping problem when restarting T3D Nils is correct. I just downloaded and gave it a run with the building #24. It is called Sem-nome. I... read more 10/23/2014 (9:18 pm)
texture/mapping problem when restarting T3D @Hreikin: If you end up trying all of the suggested solutions here and still can't get it working, m... read more 10/23/2014 (5:12 pm)
ScatterSky fixed position @Duion: Did you read the post above yours? This is pretty much solved in my case already. I'm workin... read more 10/23/2014 (5:18 am)
ScatterSky fixed position I've come to the conclusion that it's silly to try and fix the ScatterSky. As noted in my above post... read more 10/23/2014 (12:56 am)
ScatterSky fixed position No worries, Timmy :) As you can see it's fairly deeply embedded into the CameraFrustum and even shad... read more 10/22/2014 (9:33 pm)
renderMeshExample castRay Respect. Thanks brother.... read more 10/22/2014 (3:25 pm)
Ghosting Limits It's been about 3 weeks since last I posted here, and almost a month since Andrew said he 'might be ... read more 10/21/2014 (3:13 pm)
Cleaning out the "tool shed" @Richard: Nice, thanks. @Danny: [quote]See, my config was just base T3D - no extras.[/quote] ... read more 10/13/2014 (6:47 pm)
Cleaning out the "tool shed" @Daniel - That's the same idea I had when I dropped the GUI Template. I feel like it's easier to jus... read more 10/13/2014 (4:04 pm)
Torque 3D 3.6.1 preview build testing [quote]Jesse, Outpost is definitely supposed to be a bit slower. Glad it seems okay now, but I'll de... read more 10/13/2014 (3:08 pm)
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