deepscratch's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Funny thing this swiming action... | Ok, I've posted my player.cpp and player.h files in the private forums. you'll have to wade throug... read more | 01/03/2009 (3:23 am) |
| Creating Rivers in TGEA 1.8? | Cant wait! those video tutes are great, Deborah makes it realy nice and easy to follow. what will t... read more | 01/02/2009 (2:34 am) |
| Funny thing this swiming action... | Also, when using that resource, just follow the instructions, then read the entire thread, all the a... read more | 01/01/2009 (7:29 am) |
| Funny thing this swiming action... | Sure, I'll put something together, in the meantime heres a screenshot. as I said, I used the swim, c... read more | 01/01/2009 (7:16 am) |
| Funny thing this swiming action... | Yeah, got it working a treat in 1.7.1, easy enough, used the swim, crawl, crouch resource, so got th... read more | 01/01/2009 (6:57 am) |
| Making decals stick? | I'm not much of a coder, so how would I go about doing that? sorry to ask, ("I have the code, wri... read more | 12/20/2008 (1:13 pm) |
| Making decals stick? | @stefan, how did you do that? "making the object hit, the owner of the decal, and when it moves... read more | 12/20/2008 (10:05 am) |
| Water transparency/clarity question | Hi Jaimi, I did the particle alignment, purchased the pack, copied those datablocks to player.cs,... read more | 12/18/2008 (12:35 pm) |
| Water transparency/clarity question | @jaimi, thank you very very much, not only has that helped this problem, but enlightened me t... read more | 12/17/2008 (1:11 pm) |
| Water transparency/clarity question | @Mike, how/where would I find the water type settings? it is in fact a lake. @Jaimi, that seems... read more | 12/17/2008 (8:20 am) |
| City floorplan | Hope to see this... read more | 12/12/2008 (7:42 am) |
| BG Cliff Construction Kit discussion | Ok, I got projectiles to collide, YAY!! I had to change my cooked triangle raycasting a bit. also ... read more | 12/11/2008 (12:59 pm) |
| BG Cliff Construction Kit discussion | Ok, changed my polysoup code a bit, now got player collision, still not getting projectile collision... read more | 12/11/2008 (10:30 am) |
| BG Cliff Construction Kit discussion | Konrad, I've mailed you at the adress given in the guide pdf, hope thats the right one?... read more | 12/11/2008 (7:52 am) |
| TGEA 1.7.1 and DirectX Nov. 2008 - broken | August 2008 dx sdk works fine... read more | 12/11/2008 (7:40 am) |
| BG Cliff Construction Kit discussion | Might be because I've got cooked physx raycasting which uses modified polysoup? but that shouldnt af... read more | 12/11/2008 (7:28 am) |
| BG Cliff Construction Kit discussion | Why does this web site insist on posting my comments twice?? anyway, on a virgin 1.7.1, I get col... read more | 12/11/2008 (7:22 am) |
| BG Cliff Construction Kit discussion | Yes, they are checked... read more | 12/11/2008 (6:44 am) |
| BG Cliff Construction Kit discussion | I dont seem to have player collisions or projectile collisions with any cliff objects. trees do give... read more | 12/10/2008 (1:35 pm) |
| BG Cliff Construction Kit discussion | With update 1, I'm getting the "no textures" textures on the cliffs in the winter demo. the first de... read more | 12/10/2008 (10:47 am) |
| BG Cliff Construction Kit discussion | Hi there, just FYI, it compiles under August 2008 DX SDK, no problems. BEAUTIFUL KIT THIS IS!!!... read more | 12/10/2008 (10:43 am) |
| Day/Night cycle for TGEA v2 | You should take a look at this. I started off with the Day/Night cycle resource, but I found this re... read more | 12/08/2008 (10:24 am) |
| Procedural road object (help?) | Ta, I'm not that big on reading. tends to leave me tearing hair out. gotta start reading... read more | 12/07/2008 (1:27 pm) |
| Procedural road object (help?) | Having now got this to compile, how do I go about using it? how do I get it into the editor to make ... read more | 12/06/2008 (10:35 am) |
| PhysX Cooked Mesh Raycast Code help please | On a side note, could I get your version of the fxRoad code? I would like to see what I can do with ... read more | 12/05/2008 (10:44 am) |
| PhysX Cooked Mesh Raycast Code help please | Very modified 1.7.1 stronghold. I have no idea where to start to get a diff on this, so many things ... read more | 12/05/2008 (9:53 am) |
| PhysX Cooked Mesh Raycast Code help please | And finally, after fiddling a bit: Distance: 759.745911 Face: 83213 Normal X: 0.719647 Normal ... read more | 12/05/2008 (3:59 am) |
| PhysX Cooked Mesh Raycast Code help please | Right, got as far as loads, runs, but this in console, this: Distance: 34028234663852886000000000... read more | 12/05/2008 (3:03 am) |
| PhysX Cooked Mesh Raycast Code help please | Mmm, loads as far as phase 3 mission lighting, then just hangs. doesnt like lighting? will inspec... read more | 12/04/2008 (2:49 pm) |
| PhysX Cooked Mesh Raycast Code help please | Ok, I finaly got round to successfuly integrating this into 1.7.1, had to edit out localInfo.H... read more | 12/04/2008 (2:07 pm) |
| Can't dismount/exit from car | Fixed it... read more | 11/30/2008 (11:01 am) |
| Water density? | @James, thanks for your reply, how would I go about adding that field? could I copy/paste from TGE?... read more | 11/26/2008 (1:10 pm) |
| First aim, then fire? | Cant it be done in script?? I thought torsion was for scripting. my bad.... read more | 11/20/2008 (7:01 am) |
| First aim, then fire? | Cant it be done in script?? I thought torsion was for scripting. my bad.... read more | 11/20/2008 (6:51 am) |
| Black screen? | Used august 2008. works fine... read more | 11/18/2008 (12:32 pm) |
| TGEA 1.7.1 and DirectX Nov. 2008 - broken | Yeah, I got the same thing, the buildings and bridge objects are a bluey, pinky wierd color. quite d... read more | 11/15/2008 (6:14 am) |
| PhysX Cooked Mesh Raycast Code help please | Rob, have you had any success yet? are you using 1.7.1? I have got the physx ( http://tdn.garagega... read more | 11/12/2008 (1:52 pm) |