Nils Eikelenboom's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Create a successful bullet hit bleeding. | After more testing some crashing still occurs. Less frequent though! No errors in the log to be seen... read more | 07/11/2013 (1:03 am) |
| Prefabs don't hide | Hi @Joao, thank you very much for your reply! You made a nice video about this how to solve the issu... read more | 07/11/2013 (12:36 am) |
| Create a successful bullet hit bleeding. | Hi @Jules, I'm testing it now... no errors, no crashes so far! Looking good! Thanks a lot!... read more | 07/11/2013 (12:12 am) |
| Create a successful bullet hit bleeding. | Thanks! Still a good recource! Has anyone got the solution for [code]MissionCleanup.add(%particle... read more | 07/10/2013 (11:36 pm) |
| Improving startup | @Chris; [b]Wow[/b], that works like a charm! [b]Many thanks!!![/b] @Steve; minor detail: the spla... read more | 07/10/2013 (10:34 am) |
| graphics card problem | I have a SamSung laptop (for presentations) with almost the same configuration; the NVIDIA card is... read more | 07/10/2013 (9:47 am) |
| Improving startup | That grey area is meant for your NVIDIA or AMD splash ;-) @Chris; Thanks for sharing! Would you p... read more | 07/10/2013 (6:43 am) |
| T3D 1.2 meshRoad causing assert during pack function | @Dave; I'm developing a single player game so I could increase the bitstream for now, until there's ... read more | 07/10/2013 (5:47 am) |
| T3D 1.2 meshRoad causing assert during pack function | The meshroad can be exported with the editor to Collada perfectly; even the pivot is exactly in plac... read more | 07/09/2013 (7:03 am) |
| T3D 1.2 meshRoad causing assert during pack function | @Chris; yes indeed, replicating the issue on command is tricky. It can be any random meshroad (often... read more | 07/09/2013 (2:40 am) |
| T3D 1.2 meshRoad causing assert during pack function | If a meshroad could be exported to Collada with correct texturing /UV mapping, then it could be easi... read more | 07/05/2013 (9:48 pm) |
| Mesh Road Issue | Issues still remain with 3.0... read more | 07/05/2013 (10:33 am) |
| T3D 1.2 meshRoad causing assert during pack function | @Dave, It concerned me for a year now. The mesh road is a really great feature in T3D but still m... read more | 07/05/2013 (10:25 am) |
| what is the maximum pixel size of the texture for dts model in TGEA? | Xinyu, sorry to be frank, but TGEA is a kind of 'phased-out'. It would be wise to switch over to a l... read more | 06/14/2013 (7:41 am) |
| How should we promote T3D? | T3D must be, as any other product, renewed over time. To gain popularity, up-to-date [b]eye candy[/b... read more | 05/01/2013 (3:06 am) |
| Vertex Color Texture Blending, [bounty ?] | This looks great!... read more | 04/26/2013 (10:02 pm) |
| T3D 1.1 - 2.0 groundCover with incorrect normals | If I understand correctly; the groundCover billboards show 2 different normals. That of the shape an... read more | 04/20/2013 (7:54 am) |
| T3D 1.1 - 2.0 groundCover with incorrect normals | @Duion; In this case the normals are always incorrect with a different windDirection then default (&... read more | 04/20/2013 (3:15 am) |
| Update the ForestWindEmitter field: Direction | @Richard; The day was starting at 4am (Birds tweeting and all) but it was the end of my. I took t... read more | 04/18/2013 (6:34 pm) |
| Update the ForestWindEmitter field: Direction | First I thought I had to turn it into a radial emitter to have a direction, but [b]d'oh[/b]... [i... read more | 04/17/2013 (10:17 pm) |
| Update the ForestWindEmitter field: Direction | [b]delete[/b]... read more | 04/17/2013 (12:45 pm) |
| Update the ForestWindEmitter field: Direction | Thanks @Richard, I have added this to that list: [code] addField( "direction", TypePo... read more | 04/17/2013 (12:22 pm) |
| Material error | I commented it out at line 351 and 357 from [i]materialList.cpp[/i] when I couldn't look at those an... read more | 04/15/2013 (11:13 am) |
| T3D's "fizzle" fade | @Richard; That make me think... Maybe it's better to only fade a corpse when it is not in the player... read more | 04/14/2013 (12:03 am) |
| Collision bug on trees | @Duion; If the top side of the collision box is a few percent larger then the bottom so it's just pa... read more | 04/13/2013 (10:50 am) |
| Collision bug on trees | Yeah that happens; even if the playerdata is setup that you can't walk on a steep slope like that. C... read more | 04/11/2013 (8:30 am) |
| Nodes get wrong position on import Collada [Solved] | It's getting a bit off topic; but if you correctly attach the whole thing into one single mesh you c... read more | 04/11/2013 (7:51 am) |
| Nodes get wrong position on import Collada [Solved] | In max you normally move the pivot of the object (mesh) to 0 0 0 if it isn't on the right position a... read more | 04/11/2013 (6:55 am) |
| Nodes get wrong position on import Collada [Solved] | [b][sigh][/b] After bothering so long I found the solution minutes after posting this. If you att... read more | 04/11/2013 (5:53 am) |
| Wrong imposter normals. | The differences between billboards and imposters can be seen here: [url=http://docs.garagegames.com/... read more | 04/11/2013 (5:14 am) |
| Wrong imposter normals. | Never had incorrect normals for imposters generated by the shape editor . However, I did encounter '... read more | 04/10/2013 (9:47 pm) |
| T3D 1.1 beta 2 - Triggers Cause Physical Collision To Items - LOGGED | [T3D 1.2 / Win7 64] In my case; Somehow all small items start floating upwards if the player stands ... read more | 04/07/2013 (2:39 am) |
| T3D 1.2 Pro - Zoom speed issue, with fix | Just working on some binoculars... this is a welcome fix! Thanks!... read more | 03/28/2013 (10:40 am) |
| T3D 1.2 FootStepSounds Issue has occurred again - LOGGED (THREED-3144) | Still doesn't work; even with [i]getTransform().mulP( info->point );[/i] added to [i]terrCollisio... read more | 03/27/2013 (9:14 am) |
| AI player on path keeps on rotating own axis | @Frank; Good idea to do it in the editor [i](was already moving the shape in 3ds max but had some is... read more | 03/11/2013 (10:20 pm) |
| AI player on path keeps on rotating own axis | @Frank, I think so. In [i]AIPlayer::getAIMove[/i] (aiPalyer.cpp) it's using [i]getEyeTransform(&... read more | 03/10/2013 (9:11 pm) |
| AI player on path keeps on rotating own axis | @Steve; that would be too easy; though fun for short time of course! @Richard; when the Boar rams... read more | 03/10/2013 (10:25 am) |
| AI player on path keeps on rotating own axis | I found that repositioning the eye node to the back and high enough above the shape, the Ai player c... read more | 03/09/2013 (1:05 am) |
| AI player on path keeps on rotating own axis | @Winter Leaf; The bounding box is set in the datablock in player.cs (default in T3D 1.2) and overrul... read more | 03/08/2013 (12:04 am) |
| AI player on path keeps on rotating own axis | Thanks for the replies! @Steve; Bounding box is in the datablock. Tried different sizes. Also tri... read more | 03/06/2013 (9:44 am) |
| AI player on path keeps on rotating own axis | @Lucas. Thanks for reply! Other characters like soldier are following the path just fine. It seems t... read more | 03/06/2013 (7:48 am) |
| Meshes & prefabs invisible when added to level | I guess I judged the situation too quick as the same issues returned. After opening all the meshe... read more | 02/24/2013 (11:33 pm) |
| Meshes & prefabs invisible when added to level | Thanks! An hierarchy issue it was! I'm relying heavily on modular design, so making use of prefa... read more | 02/17/2013 (8:37 pm) |
| Meshes & prefabs invisible when added to level | Forgot to add the details: - T3D 1.2 - Win7 64bit / 8GB - Open Collada Meshes - Level file: 266... read more | 02/16/2013 (11:54 pm) |
| Flip 3d object | @Steve; I ment 'flip' as mirroring the vertices of the 3d object horizontally or vertically. But tha... read more | 01/21/2013 (7:26 pm) |
| Flip 3d object | hey @Richard, if it's not supported, or if there's no quick solution, then I'll forget this as quick... read more | 01/21/2013 (8:11 am) |
| Flip 3d object | Hi @David, I tried the negative scale modifier values. None (7) gave the wanted result. Moslty 'kind... read more | 01/21/2013 (5:22 am) |
| [Solved] GeForce GTX 660 Ti not compatible with T3D 1.2? | @Frank; I'm certain you're right about the new card; I bought it for for the 2 new displays with dvi... read more | 12/16/2012 (11:34 pm) |
| [Solved] GeForce GTX 660 Ti not compatible with T3D 1.2? | [b]Problem solved![/b] After finding that it was RAM and/or VRAM related I lowered the frequency ... read more | 12/16/2012 (8:08 am) |
| [Solved] GeForce GTX 660 Ti not compatible with T3D 1.2? | Had several ASUS motherboards. Like this one; most of those boards disable onboard VGA when another ... read more | 12/14/2012 (8:40 pm) |