Steve Acaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Committee Meeting Notes: 05/21/2013 | Thanks for the update, Dave.... read more | 05/27/2013 (12:43 pm) |
| Any Torque 3D Projects that I could follow? | @ Edward, I did decide on a name ... and now I'm not so sure ... so, back to umming-and-ahhing ... t... read more | 05/27/2013 (6:23 am) |
| C++ is now ready for Engine API | If it ain't broke don't fix it. :P... read more | 05/24/2013 (3:46 pm) |
| C++ is now ready for Engine API | What Nathan said. [quote] They may take our lives but they will never take our VS2008![/quote]... read more | 05/24/2013 (6:32 am) |
| DAE import with lightmaps | Here's an example exported from [url]http://www.garagegames.com/products/purelight[/url]. [url]ht... read more | 05/23/2013 (11:43 am) |
| Any Torque 3D Projects that I could follow? | In 10 days time it will have been exactly 2 years of work, with about 6 months completely wasted imp... read more | 05/21/2013 (2:16 pm) |
| Background map on main menu | Yeah, that's a nice one. :)... read more | 05/21/2013 (7:16 am) |
| Any Torque 3D Projects that I could follow? | [url]http://www.garagegames.com/community/blogs[/url] is where many people post updates of their cur... read more | 05/20/2013 (7:45 am) |
| new perfect town | [image]http://www1.toutapp.com/uploads/blog/markasspam.jpeg[/image] But full respect for using mark... read more | 05/18/2013 (1:31 pm) |
| can withstand | [image]http://www.cs.berkeley.edu/~ddgarcia/gifs/spam.gif[/image]... read more | 05/18/2013 (1:31 pm) |
| almost as a tale | [image]http://upload.wikimedia.org/wikipedia/commons/thumb/d/d5/Spam_with_cans.jpeg/220px-Spam_with_... read more | 05/18/2013 (1:30 pm) |
| Committee Meeting Notes: 05/07/2013 | Cool, cheers. :)... read more | 05/15/2013 (4:20 pm) |
| Stone Textures For Terrain Materials, From Scratch -Part II | What Paul said ;)... read more | 05/15/2013 (4:19 pm) |
| Background map on main menu | Video might be nice ...... read more | 05/14/2013 (11:34 am) |
| Why are my textures so big and blurry? | Whoa ... that's some [b]green[/b]! o_O... read more | 05/13/2013 (7:35 am) |
| Why are my textures so big and blurry? | Distance is 50, the camera is way too far away, the detail map has faded out before it gets chance t... read more | 05/12/2013 (12:04 pm) |
| The House of Correction, playable dungeon crawler prototype | Cool stuff. I was always a fan of the Eye of the Beholder series.... read more | 05/10/2013 (5:51 am) |
| Community projects for T3D & T2D | [quote] ... there's a reason the much fabled Gears of Torque demo that may or may not have existed ... read more | 05/06/2013 (2:33 pm) |
| Cymatic Bruce reviews Torque 3D Oculus Rift demos | Cool stuff. Nice to see someone without Torque experience using it.... read more | 04/30/2013 (4:01 pm) |
| Committee Meeting Notes: 04/22/2013 | [b]Huzzar[/b] for # 2. Special [h1]HUZZAR[/h1] for # 4. # 5 was pretty Huzzar too. ;)... read more | 04/29/2013 (11:20 am) |
| Template request: use .ts instead of .cs | May I suggest [b]Totally Wonderous Awesome Torque Script[/b]. abbreviated to [i]*.twats[/i]. [sma... read more | 04/25/2013 (5:34 am) |
| Friday... | [i]Tuesday ... Tuesday ... got get down on Tuesday ...[/i]... read more | 04/23/2013 (5:26 pm) |
| Committee Meeting Notes: 04/16/2013 | Thanks for the update, Dave.... read more | 04/22/2013 (12:32 pm) |
| Committee Meeting Notes: 04/13/2013 | Thanks for the update, Dave.... read more | 04/16/2013 (11:20 am) |
| AI Flying Vehicle Rotation Problems | Glad you got that working. [i]... bookmarks for future reference ...[/i]... read more | 04/15/2013 (6:01 am) |
| Walkabout Navigation Toolkit help thread | Good news, Daniel. :)... read more | 04/14/2013 (6:35 am) |
| Floating-point precision and why we can't get around it | ... *trembles* ... maths ... science ... gah ... But nice explanation in fairly idiotproof terms ... read more | 04/11/2013 (4:22 pm) |
| Collision bug on trees | If you're using trees via the ForestEditor/Painter I'd suggest a straight sided box (eg: colBox-1) -... read more | 04/11/2013 (8:40 am) |
| Lack of Docs: Occlusion Volumes | Aren't Occlusion Volumes used like walls for disabling rendering of objects behind them? Not for goi... read more | 04/09/2013 (8:23 am) |
| T3D MIT 2.0 VectorResize / realloc_r memory leak with forests | Some of us only have 2Gb of RAM to begin with ... :(... read more | 04/09/2013 (8:19 am) |
| How Torque 3D is graphically challenged | Yeah "represented in lightmap" has always been a bit ... ewwwww. I avoided using it. I ... read more | 04/09/2013 (8:18 am) |
| Committee Meeting Notes: 04/01/2013 | Cool stuff, Dave.... read more | 04/08/2013 (10:01 am) |
| Forest Editing: The vulcan mission meld! | Create a new forest for each level. Make sure it's pointing to the name of the .forest file that you... read more | 04/05/2013 (12:00 pm) |
| Make the player invisible in Torque 2.0 | Also: [code]playerNameOrID.setAllMeshesHidden(true);[/code]... read more | 04/04/2013 (8:38 am) |
| [Solved] Urban Art Pack - Sliding Down Stairs + See through walls | This is why people should hang out with the cool kids at: [code] irc.maxgaming.net #garagegames[/... read more | 04/04/2013 (8:36 am) |
| Collision bug on trees | Just to point out, on my own custom models I can find that the player attempts the step-up from one ... read more | 04/02/2013 (1:56 pm) |
| Committee Meeting Notes: 03/25/2013 | [quote] unified shell[/quote] There's a blast from the past ... Cheers for the update, Dave.... read more | 04/01/2013 (3:08 pm) |
| Collision bug on trees | [quote] on the default tree it works only on the y-axis[/quote] A-ha! Yep, got it. That is ... o... read more | 03/31/2013 (2:25 pm) |
| Collision bug on trees | If you can run up a 90 degree tree then you can run up a wall. Doesn't happen on my box, never ha... read more | 03/30/2013 (6:37 am) |
| Collision bug on trees | Are you using the stock tree? I'm not seen this in stock MIT 2.0 master with stock tree or my own mo... read more | 03/29/2013 (4:01 pm) |
| Spawned AIPlayer to follow Path set in Editor in T3D | You need to send the function "followPath". Look in scripts/server/aiplayer.cs for the fun... read more | 03/26/2013 (7:56 am) |
| Material error | Console spam. I believe that it's marked for cleanup in the next T3D 2.0 version.... read more | 03/25/2013 (3:42 pm) |
| If given the chance... | The original turn-based X-Com, but procedurally generated with 2 campaign modes, quick game battles,... read more | 03/21/2013 (8:06 am) |
| [BUG 1.1a] Heightmap Y-axis Inverted | I hope that you've tested that it's working right ... ;)... read more | 03/21/2013 (8:03 am) |
| he Dancing With The Stars c | +1 for using markuplite :)... read more | 03/20/2013 (8:34 am) |
| T3D 1.2 Pro - Zoom speed issue, with fix | Just to point out, IRC thinks that 0.f and 0.0f shouldn't make a difference, and that it could be yo... read more | 03/18/2013 (1:44 pm) |
| T3D 1.2 Pro - Zoom speed issue, with fix | Visual Studio: Find in files: search: [code] 0.f[/code] (notice the <space>0.f) Returns: ... read more | 03/18/2013 (1:26 pm) |
| Committee Meeting Notes: 03/11/2013 | Thanks for the update, Dave.... read more | 03/18/2013 (10:59 am) |
| Lightmapping workflow | That's one way to do it ... and in fact I did that with this old level, which is made up of 60+ mesh... read more | 03/18/2013 (7:31 am) |
| Lightmapping workflow | 1) Make lightmap in favoured lightmapping application (pureLight, Blender, etc). Place object in l... read more | 03/17/2013 (2:36 pm) |