Henry Todd's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | @Aaron You got the gist of it. Just to make it extra clear, this is what I think is happening in mo... read more | 08/07/2010 (1:33 am) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | This post is an edited mess. If for some reason you want to read the process I went through to get t... read more | 08/06/2010 (9:26 pm) |
| What do make 3d background in T3d *.mis? | If I understand this correctly, you want to add a background scene [i]like[/i] a skybox, but made of... read more | 08/06/2010 (8:03 pm) |
| How can i use hardware instancing in Beta2? | Drawcall reduction will only help you in certain cases. In the end, the GPU still needs to render ev... read more | 08/06/2010 (7:52 pm) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | You were probably always setting the packet rate up in each version.. I usually do that too, but for... read more | 08/05/2010 (11:24 pm) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | @Steve Any chance these maps are populated enough that you're actually using all 900 bytes each tic... read more | 08/05/2010 (9:16 pm) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | Well, a packet rate of 32 both ways is pretty much standard for action FPS games. Even in the days o... read more | 08/05/2010 (8:50 pm) |
| About X,Y.Z position of an object | This is sort of a common topic of discussion on and off. It's not nearly as simple an issue as simpl... read more | 08/05/2010 (8:36 pm) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | @Michael I'd need to go test a copy of TGE 1.5 to be certain, but I still think I used to run into ... read more | 08/05/2010 (7:48 pm) |
| Weapon Sway | If we're talking about first person renders, I would go hijack the code for eyeOffset and manually c... read more | 08/05/2010 (7:19 pm) |
| keeping server and client in sync when weapons use energy | Optimally you could have the ShapeImage state system handle this internally. Introduce a flag to the... read more | 08/05/2010 (7:11 pm) |
| T3D 1.1 Beta 2 - When shooting close, effects might not aperar - RESOLVED | I have been able to reproduce this in every version of T3D as far as I can recall. Assuming we're... read more | 08/05/2010 (6:20 pm) |
| T3D Beta 1 and 2 Bug: sourceObject variable inside Projectile incorrect - LOGGED | I assumed those were blanked because of some concerns about trying to access a sourceObject which ha... read more | 08/04/2010 (8:34 pm) |
| T3D 1.1 beta 2 - Bad Terrain Ambient Shadowing (too much) - LOGGED | I'm still certain the issue is that the lighting is somehow ignoring the squareSize and just treatin... read more | 08/04/2010 (8:12 pm) |
| July 2010 Site Update Bugs | Looks like there's something a bit broken with the forum thread indexing since the update (may have ... read more | 07/30/2010 (1:38 am) |
| Torque 3D Status - 6/30/2010 | Sorry, I have to admit I wasn't even aware that there was a Submit Bugs form. I'll keep that in mind... read more | 07/28/2010 (11:39 pm) |
| Purpose of Physical zones , other zones, and zone portals | I was suggesting that you could certainly add some effects functionality to either type of "zon... read more | 07/28/2010 (11:10 pm) |
| Torque 3D Status - 6/30/2010 | I believe the purpose of that thread was to produce an easy to access index of issues for the newly-... read more | 07/28/2010 (10:41 pm) |
| Purpose of Physical zones , other zones, and zone portals | Portals/Zones are for LOD only. Specifically they're for complex interior-type levels that need port... read more | 07/28/2010 (1:53 am) |
| Crouch Logic Problem | I'll take a shot at this later this evening or tomorrow morning. I use crouch and prone fairly heavi... read more | 07/28/2010 (1:25 am) |
| Does T3D do day/night routines? | To see this effect, all you need is to: 1) Have a mission using the ScatterSky object for the sky... read more | 07/28/2010 (12:48 am) |
| difference between Bound & Collision? | @elvince If you need to use non-convex collisions meshes for your geometry, you can enable "... read more | 07/22/2010 (2:45 am) |
| Collada Weapons not showing... | Sounds like you worked around the issue, but just in case you have issues again... You mentioned tha... read more | 06/11/2010 (6:08 pm) |
| Bug with lighting and foot steps | Definitely haven't seen that one... obviously something's wrong with the lighting on those decals th... read more | 06/11/2010 (5:56 pm) |
| [BUG 1.1Beta1] Bad Terrain Shadowing (too much) - LOGGED | Apologies if this is already covered (Steve did mention it in the "requesting bugs" thread... read more | 06/11/2010 (5:25 pm) |
| Next T3D 1.1 release? | @Eric: That seems like a pretty comprehensive list of the issues we've been talking about. Thanks fo... read more | 06/06/2010 (4:24 pm) |
| Next T3D 1.1 release? | [quote]I think the tradition of releasing broken release after broken release is something that real... read more | 05/20/2010 (12:52 pm) |
| Next T3D 1.1 release? | I was never really a huge fan of the guy's work, but I have to admit that he knows how to do the thi... read more | 05/18/2010 (10:15 am) |
| Pre-loading textures into VRAM? | Someone more versed in modern rendering techniques will have to answer your specific question. I'm n... read more | 05/18/2010 (9:48 am) |
| Rotation and transform | My guess is that the editor is translating these values itself, since it has to be using the getTran... read more | 05/18/2010 (9:07 am) |
| Player leaves no free MaskBits - LOGGED | The devs have been talking about removing the hierarchy as we know it for a while now, and it sounds... read more | 05/18/2010 (8:50 am) |
| (Aiming at) players/vehicles health bar code - can't find it | T3D/gui/guiCrossHairHud.cpp Near the end of onRender. If you were thinking of unlinking this fr... read more | 05/17/2010 (7:38 pm) |
| Problems with animations | Ran out of space in the reply, so just a quick double post. In the long run you might want to look i... read more | 05/17/2010 (2:52 pm) |
| Problems with animations | I'm not 100% how you're setting your animations. I mean, it's clear that you've introduced a new mas... read more | 05/17/2010 (2:45 pm) |
| How does GuiShapeNameHud work? | Essentially. In onRender it cycles every (well, every ShapeBaseObjectType) object in the client scen... read more | 05/17/2010 (1:52 pm) |
| Wind emitter documentation | I'm usually not that concerned about docs, but this kind of stuff really needs to be in there. I had... read more | 05/01/2010 (5:31 pm) |
| Interior Dynamic Lighting | I think the whole BSP thing is on it's way out in the industry in general. If you want dynamic light... read more | 05/01/2010 (5:25 pm) |
| Changing TickMS recommended? | If you're expecting your players to be operating at sub-30fps (???) or running a game type that does... read more | 04/27/2010 (7:54 pm) |
| Ignoring vehicle to vehicle collision | Well, you weren't too specific... if you just want to disable all vehicle collisions vs other vehicl... read more | 04/18/2010 (5:20 pm) |
| iPhone OS 4 license changes - How does it affect iTorque? | This sounded like an anti-Flash thing from the start. Adobe found a way to get Flash products onto t... read more | 04/13/2010 (3:11 pm) |
| Torque3D...ATI HD5750 vs GeForce GTS 250 ????? | @Steve: How about those ones that actually fried the cards? The drivers weren't reading the temperat... read more | 04/01/2010 (2:23 pm) |
| What are the basic steps to load a 3D level? | I'm more than a little confused. First, your account owns no Torque products. We were told some t... read more | 04/01/2010 (1:59 pm) |
| Torque3D Interiors | I was never a big fan of BSP modeling; it was like playing with legos but only having stumps for han... read more | 04/01/2010 (1:43 pm) |
| Platforms Players can Ride Version 1.1 | Not sure where you can find the original TGE version... I used to have it, but that was a couple ref... read more | 04/01/2010 (1:10 pm) |
| I've been wondering about the netcode... | I was under the impression the engine had been tested with much higher player counts even as far bac... read more | 04/01/2010 (1:03 pm) |
| Simulating latency for network testing | Exactly what I needed, thanks. Packet loss simulation is a bonus. For some reason it never occured t... read more | 04/01/2010 (12:58 pm) |
| AI not firing accurately | correctmuzzlevector=1 should solve your problem, in theory. At least, it does for weapons being used... read more | 03/31/2010 (11:49 am) |
| Weapon Prediction | I should probably have edited the previous post and replaced it w/ this updated info, but I'd rather... read more | 03/31/2010 (2:24 am) |
| Weapon Prediction | Firearms was an excellent HL mod... I hate to be the one to bring you the bad news about how much wo... read more | 03/31/2010 (1:57 am) |
| Projectile initialPosition issue - explanation inside | My initial thought here was that you must be connected to a DS and simply losing some initialupdate ... read more | 03/31/2010 (12:59 am) |