Henry Todd's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Platforms Players can Ride Version 1.1 | Adam: I'm sorry, but the version of TGEA I merged this into already contains my entire set of change... read more | 04/25/2007 (6:37 pm) |
| Platforms Players can Ride Version 1.1 | Hey, any help at all is great. I appreciate you taking an interest in this in the first place. I... read more | 04/25/2007 (6:35 pm) |
| Platforms Players can Ride Version 1.1 | First, thanks for the quick reply (not to mention the original resource). I just did this on a "c... read more | 04/25/2007 (6:09 pm) |
| Platforms Players can Ride Version 1.1 | I have a bit of a question for the mod author, but first, a comment on using this in TGEA: Works fin... read more | 04/25/2007 (4:32 pm) |
| 1.5.1 Character directional sunlight | Now I wish I hadn't spent so much time merging to 1.5.1. Still, good job with the quick fixes. =D... read more | 04/25/2007 (4:21 pm) |
| Vehicles behave oddly at high mission coordinates -- 10,000 | 1) Adam: Unfortunately, there is no way to fix this at the moment. The problem seems to be the use o... read more | 04/25/2007 (4:14 pm) |
| Vehicles behave oddly at high mission coordinates -- 10,000 | Tom: The problem with this solution is that the shaking effect always exists. Even at 1000m, there's... read more | 04/14/2007 (1:53 pm) |
| Vehicles behave oddly at high mission coordinates -- 10,000 | Tom: The problem is that changing the scale to 1/10th doesn't actually help in this case. The amount... read more | 04/11/2007 (6:38 pm) |
| Disabling collisions between players | I don't think that's going to do it. This will stop any of the script-side actions called on collisi... read more | 04/11/2007 (4:40 pm) |
| Vehicles behave oddly at high mission coordinates -- 10,000 | As a followup, this seems to affect other object types as well. Players also lose position resolutio... read more | 04/11/2007 (4:01 pm) |
| Step problems | I think you're best off using a brush for each step. The only way to make the stairs out of one brus... read more | 04/11/2007 (12:55 am) |
| Aligning Face to Face | I'm guessing that he's referring to the division of a surface into a number of smaller polygons when... read more | 04/11/2007 (12:48 am) |
| Building models inside of Constructor | In this case, it depends on whether the building has enough exterior detail that it requires realist... read more | 04/11/2007 (12:46 am) |
| Feature Request -Multiple select | While we're on this topic, is there a way to remove an object from a selection set? I've tried lots ... read more | 04/11/2007 (12:41 am) |
| How to load in new textures | Hey, I did another test with this after my initial assumptions. It would seem that the problem is th... read more | 04/08/2007 (9:58 pm) |
| Constructor on TDN... | Those will be opened up tomorrow, I'd assume, since that's the official launch date. I think the onl... read more | 04/08/2007 (3:32 pm) |
| Cuedoes's GG, Matt and Team | Importing .map files seems to work perfectly; I just loaded up the set of docks I made in Hammer a f... read more | 04/08/2007 (2:42 pm) |
| Can't add textures | Since when is that not allowed? The program has no problem importing these same textures used on a .... read more | 04/08/2007 (2:40 pm) |
| Problem with torque 1.5 and fly vehicle resouce | [quote]When they rebuilt Torque, the new version leaves out alot of things that can be purchased thr... read more | 04/06/2007 (1:33 am) |
| Tge Into Tse | Technically, a few core TGE features are still missing (for example, splash effects don't work), but... read more | 11/24/2006 (4:42 am) |
| MVeloctiy flucates too much | This looks perfectly normal for an AIPlayer following a path; it slows down as it nears the next des... read more | 11/24/2006 (3:11 am) |
| Updated HoverVehicle? | It should be possible to make a hovervehicle that works in the manner you want. You'll have to play ... read more | 11/24/2006 (3:08 am) |
| How do I get the Player object on client side ? | Well, what you should do is use the method you described: GameConnection* conn = GameConnection::... read more | 11/24/2006 (3:01 am) |
| Mouse click with TGE 1.4.2 | It would seem so, but you'll have to alter that function for use in a regular TSControl (the main re... read more | 11/24/2006 (2:54 am) |
| Object Properties | You have to be in "world editor: inspector" mode to do this. Check the menus in the world editor GUI... read more | 11/24/2006 (2:14 am) |
| Where is the C code for firing in the Engine? | If you want to go to where the actual firing of a *weapon* is done, not just where triggers get proc... read more | 11/24/2006 (2:11 am) |
| Player on Jetbike | Simplest solution I can think of is exactly what you said; mount the player as an image at node 0. T... read more | 11/24/2006 (1:43 am) |
| OnThrow items | Look for this in inventory.cs (server/scripts): function ShapeBase::throwObject(%this,%obj) Yo... read more | 11/24/2006 (1:29 am) |
| Maaajor performance problems with TSE | I had a system with an FX5900 which, otherwise, had almost identical specs. My experience with a sys... read more | 06/04/2005 (11:43 am) |
| Vehicle has 92534743 hubs? | I picked up that exact same error the first time I tried to get a vehicle model into Torque. In my c... read more | 01/24/2005 (6:23 pm) |