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) |