Michael Reino's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Deferred Shading | Thanks for all of the hard work on this guys. If given a vote, I would vote: YES! Please add this t... read more | 06/23/2014 (10:27 am) |
| Generic Object Mounting | The mountObjectEx() command works for all objects that were previously mountable as well as all of t... read more | 06/21/2014 (2:39 pm) |
| Generic Object Mounting | @ Daniel and Azaezel, Thank you. @ Chris. Daniel is right, this does not include any changes to S... read more | 06/21/2014 (1:21 am) |
| Mounted items on Vehicle issue | I'd only mount an image if you need the added functionality of the image type. I only use images for... read more | 06/10/2014 (6:53 pm) |
| Mounted items on Vehicle issue | This is a very simple bug to duplicate. Just put [code] datablock StaticShapeData( BouncingSSBoulde... read more | 06/09/2014 (12:51 pm) |
| Mounted items on Vehicle issue | Howard, What object class are you using for the 'items' that are being mounted and how are they bein... read more | 06/09/2014 (6:46 am) |
| Mount Object Assistance Please | StaticShape really does look like it should mount. [url]https://github.com/GarageGames/Torque3D/blo... read more | 06/04/2014 (4:01 am) |
| Mount Object Assistance Please | Without digging too deep into this, I'm guessing you'll find the boulder spawns at "0 0 0"... read more | 06/04/2014 (1:10 am) |
| An alternative to PathShape | There is an update in the branch that reduces back-stepping of rotation on remote clients. @Paul ... read more | 06/02/2014 (3:47 pm) |
| An alternative to PathShape | @Chris Yes, but you would have to model the tank such that the surface you want to surf on was a mes... read more | 06/01/2014 (7:10 pm) |
| An alternative to PathShape | There is still an issue with jittering on a remote client. Only now it's rotational instead of posit... read more | 06/01/2014 (7:08 pm) |
| An alternative to PathShape | I'm also wondering if there isn't some jitter coming from the pathshape itself (output of CameraSpli... read more | 05/29/2014 (1:53 pm) |
| An alternative to PathShape | Thanks for the testing reports. There's probably a problem with how the rotations are being combined... read more | 05/29/2014 (12:57 pm) |
| Pathshape Conversion Progress | Also note that the line [code]ParentObjectMask = BIT (4 ),[/code] (added to sceneObject.h) breaks P... read more | 05/09/2014 (4:24 am) |
| Pathshape Conversion Progress | Thanks for the clarification. I hadn't really considered extending the object parenting ability to o... read more | 05/07/2014 (11:40 pm) |
| Pathshape Conversion Progress | Azaezel, Thank you for taking the time to put this up as a branch for testing. I will be needing a '... read more | 05/07/2014 (7:56 pm) |
| Weapon Trigger State | Just curious, what's the significance of using mSourceObject.getObject()->getImageTriggerState(0)... read more | 04/08/2014 (5:59 am) |
| Unit Tests | A test suite of materials would also be a big help. The possible material feature combinations are n... read more | 03/31/2014 (8:12 pm) |
| 0 != 0 with writeSignedFloat/readSignedFloat | @Stefan After reexamining my code, you're right, there is a loss with my method. It's a loss of a ... read more | 02/26/2014 (12:06 am) |
| 0 != 0 with writeSignedFloat/readSignedFloat | A better explanation is: writeSignedFloat works for values of [i]f[/i] in the range -1 to 1. Before... read more | 02/25/2014 (5:15 pm) |
| 0 != 0 with writeSignedFloat/readSignedFloat | @Stefan No, because the dropped bit (used for flag) is offset by not including the ((f + 1) * .5) f... read more | 02/25/2014 (4:05 pm) |
| 3ds max textures (DAE) and torque 3d / GIF animated menus. | Animated gif files load and play great in Awesomium. The [i][b][url=http://www.gameinprogress.com/]A... read more | 02/20/2014 (9:21 pm) |
| $100 to anybody that can fix the PathShape resource (paid.) | @Paul - Since you have a version of stock T3D 3.5 with just the pathshape resource and a level for t... read more | 02/17/2014 (7:58 pm) |
| A Pretty Rifty Cheetah | @NiN-NiN I've made a lot of game-specific changes to the rift code so I haven't worked with that bui... read more | 02/10/2014 (10:39 pm) |
| Problems with target tracking | Another thing that can cause a jittery camera effect is if the camera process tick is being called b... read more | 02/05/2014 (11:28 am) |
| Math! | Edit to the above, that will only work when v1.z == 0.0. Which will be almost always for a player, b... read more | 01/31/2014 (3:33 pm) |
| Math! | I'm not certain if you desired the result in the range 0 to 2Pi or -Pi to Pi, but if you're always m... read more | 01/31/2014 (3:07 pm) |
| A Pretty Rifty Cheetah | I committed a couple changes. I fixed two places I missed changing the initialization of a move poin... read more | 12/26/2013 (7:20 am) |
| A Pretty Rifty Cheetah | I've never worked with TurretShape. They derive from Item and not Vehicle, so the tracking change... read more | 12/20/2013 (3:15 am) |
| Extended Move class and mounting vehicles in Oculus Rift | I got the rift working while mounted to a cheetah and put it up on GitHub at [url]http://www.garageg... read more | 12/19/2013 (11:13 am) |
| "BitStream::readClassId - unexpected class ID!" | How do the packData/unpackData functions in that class match up in terms of bits written/bits read? ... read more | 11/18/2013 (7:22 pm) |
| "BitStream::readClassId - unexpected class ID!" | Everything in your posted code snipet seems to be matched properly. Once the bitstream becomes corru... read more | 11/18/2013 (6:54 pm) |
| "BitStream::readClassId - unexpected class ID!" | Errors like that are usually the result of mismatched packData()/unpackData() functions. If you have... read more | 11/18/2013 (5:39 pm) |
| Torque 3D Embedded Browser (WebKit) | I have found a bug in guiWebCore.cpp MODULE_SHUTDOWN. In the downloaded file it appears as follows: ... read more | 03/13/2012 (11:46 pm) |
| Render to Image | Nathan, I came across that same issue when making an image capture tool to capture inventory icon im... read more | 08/10/2011 (2:57 pm) |
| Torque Coding Standards Document | Yes, Michael that is the doc that I was looking for. Thank you very much for the quick reply. Oddly ... read more | 05/26/2011 (7:20 pm) |
| [Bug 1.0.1] multiple projectile near to player Crash | You can implement the work-around posted here: [url]http://www.garagegames.com/community/forums/vie... read more | 11/25/2009 (2:48 pm) |
| Hard crash in GFXD3D9VertexBuffer - LOGGED | Thanks Tom, That sounds like an elegant solution. I’m looking forward to 1.1 beta!... read more | 11/25/2009 (5:40 am) |
| Hard crash in GFXD3D9VertexBuffer - LOGGED | I am encountering the same problem in 1.1 alpha. I can generate this crash in basic and advanced lig... read more | 11/24/2009 (7:45 pm) |