deepscratch's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| wheeledVehicle "in air" calback help needed | am I on the right track with this? [code] U32 counter = 0; for (Wheel* wheel = mWhee... read more | 02/24/2011 (12:48 pm) |
| wheeledVehicle "in air" calback help needed | @Michael, thats exactly it. spot on. perhaps you have and example??... read more | 02/24/2011 (11:51 am) |
| wheeledVehicle "in air" calback help needed | @Jameson, I do believe you have something there... ... read more | 02/24/2011 (6:17 am) |
| wheeledVehicle "in air" calback help needed | mm, not quite so easy, still need to find if all wheels dont touch, thats the issue...... read more | 02/23/2011 (4:51 pm) |
| Torque 3D - Multiple Passes / Shaders with CustomMats | look at dof.cs in game\core\scripts\client\postFx [code]singleton PostEffect( DOFCalcCoC ) { ... read more | 02/23/2011 (11:55 am) |
| Torque 3D - Multiple Passes / Shaders with CustomMats | have a look at the water shader setup and the blur shader setup, exactly what you talk about, I sugg... read more | 02/23/2011 (8:39 am) |
| Objects disappear | I've seen this happen too, its hard to catch, try debug mode, catch when it happens, then step throu... read more | 02/21/2011 (3:54 pm) |
| How About Feedback rating For addons For sale on GarageGames | what he said... read more | 02/19/2011 (4:52 pm) |
| The site wish list | yeah, so I'm dyslectic and type with my feet, it has no bearing on the "issue" of having t... read more | 02/19/2011 (4:50 pm) |
| The site wish list | HOW ABOUT A SITE THAT DOESNT 500 EVERY TEN MINUTES AND IS ACTUALLY THERE!!!!!!!!!!!!!!!!!! you ha... read more | 02/19/2011 (4:01 am) |
| Flying Vehicles | and so Gibby??... read more | 02/18/2011 (1:40 pm) |
| 1.1 ETA ? | fun fact: its 2011.... we are waiting for the release of a product titled "Torque3D 2009&qu... read more | 02/18/2011 (6:33 am) |
| PhysX Fluid in Torque 3D | yup, exactly what eb said. ;)... read more | 02/17/2011 (1:20 pm) |
| Advice required - Players glide until a trigger is activated then animate properly | try unmounting a vehicle without pressing forward. you unmount next to the vehicle in a sitting p... read more | 02/15/2011 (12:46 pm) |
| Material Editor crashes still persist | oh well done David, a long over due fix. mmm, any idea when 1.1 will be up? ballpark?... read more | 02/14/2011 (3:20 pm) |
| Circular water | very nice indeed... read more | 02/14/2011 (1:30 pm) |
| Circular water | so lets see some results there addict^2 screenies pleaseies... read more | 02/14/2011 (7:21 am) |
| Circular water | @addict^2 make one river, round it nicely, then "shift" and move it, you get an instance ... read more | 02/13/2011 (3:15 pm) |
| Fin and shell fur rendering | thats a nice technique...would be super, not just as fur...... read more | 02/13/2011 (12:59 pm) |
| Circular water | @Richard, can you explain the proccess "probably easier than trying to get the material right ... read more | 02/12/2011 (6:43 am) |
| Circular water | use a river, you can make it fit any shape you want.... read more | 02/11/2011 (10:48 pm) |
| where's the water foam? | if a comparison between Michaels "working" and this "working", well, this ... read more | 02/11/2011 (12:17 pm) |
| PhysX Fluid in Torque 3D | its gonna be tricky setting that up.... think segmented sides for the bucket....... read more | 02/10/2011 (11:49 am) |
| PhysX Fluid in Torque 3D | yes... read more | 02/10/2011 (11:19 am) |
| PhysX Fluid in Torque 3D | youll have issues with the 2.8.4, there where changes to try remove the dll deps, then it was resto... read more | 02/10/2011 (8:38 am) |
| tank pack ported to beta3, dealing with track anims? no IFLs anymore | @Matt, what shader? I dont think an animated texture should require a shader to function. I have ... read more | 02/09/2011 (9:02 pm) |
| Animation stops | @John, wont that introduce a hiccup when running a looping anim? a skip on the first frame (frame0... read more | 02/09/2011 (8:40 pm) |
| PhysX Fluid in Torque 3D | soon I believe, within a few weeks.... GG confirm??... read more | 02/09/2011 (11:18 am) |
| PhysX Fluid in Torque 3D | look at how other physics objects do it, look at cloth in particular. I have implemented the flui... read more | 02/09/2011 (10:23 am) |
| Animation stops | your fix does work for me JulianR, I had a call to update in the wrong place.... read more | 02/09/2011 (7:51 am) |
| need help setting Player's mPhysicsRep position, video explaination included :RESOLVED | ok, it was a miss placement of a call to my updatePuppet function, had it after the call to update... read more | 02/09/2011 (6:41 am) |
| Animation stops | nope, not Giddy, its a custom model. I think its a client/server problem. EDIT: if "mS... read more | 02/09/2011 (1:40 am) |
| Animation stops | @Guy, yes, and for sure, if you could see the server, you would see it animating.... server/client... read more | 02/09/2011 (1:23 am) |
| need help setting Player's mPhysicsRep position, video explaination included :RESOLVED | thanks Thomas, first off, there is no respawn, the puppet is the player is the puppet.... I had ... read more | 02/09/2011 (1:21 am) |
| Animation stops | ok, I added the frame timings correctly, there is a difference. I can see these differences ea... read more | 02/09/2011 (1:04 am) |
| Animation stops | @JulianR, I do have it set up like that, [code]//--- OBJECT WRITE BEGIN --- function Fsoldier... read more | 02/08/2011 (10:54 pm) |
| T3D 1.1 Beta 3 - River surface and groundCover objects render black - RESOLVED | this has been an issue since waaaay back. I commented on this issue in July 2009....in beta5........ read more | 02/08/2011 (10:10 pm) |
| Animation stops | Im having the same issue, if I shoot at an AI, his Animations stop. [quote]The AIPlayer still mo... read more | 02/08/2011 (10:40 am) |
| need help setting Player's mPhysicsRep position, video explaination included :RESOLVED | hi all, I'm bumping this thread, I really need a solution to this one. anyone have ideas on how t... read more | 02/08/2011 (5:17 am) |
| T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED | @Steve & Daniel, hell yeah, that resource has been in since TGEA!! :) @Ivan, yup that did i... read more | 02/07/2011 (2:48 am) |
| Exceeded maximum number of datablocks with Forest Editor | ok, long post.... there is a way, I dont know how, but, you can set it up to load the dataBloc... read more | 02/07/2011 (2:42 am) |
| Exceeded maximum number of datablocks with Forest Editor | hacky hacky hackedy hack: find [code] DataBlockObjectIdBitSize = 10,[/code] in sim.h change it t... read more | 02/06/2011 (3:36 pm) |
| T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED | @Ivan, could you point me in the right direction to do exactly that? I need to animate server side... read more | 02/06/2011 (3:23 pm) |
| T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED | that will work, but only for the eyeNode. the root problem still needs to be attended to, stil... read more | 02/06/2011 (12:07 pm) |
| T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED | mmm, just tried that, still takes a single shot to pass the update.... adding it to the bottom of... read more | 02/06/2011 (10:32 am) |
| Pathfinding and A* resource | you are welcome to my aiPlayer from 1.0, BloodKnight. it has a bit more than just the changes for... read more | 02/06/2011 (9:56 am) |
| T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED | [quote]I'll dig in the code to see if I can find out what is happening.[/quote] that would be gre... read more | 02/06/2011 (9:41 am) |
| T3D 1.1 Beta 3 - EyePoint Does Not Update With Player Pose - RESOLVED | [quote]In-game, get the player's eyePoint, then have them crouch and get the player's eyepoint again... read more | 02/06/2011 (5:17 am) |
| a "culling" type of shader?? | awesome, thanks Konrad, that would be great.... read more | 02/04/2011 (4:36 am) |
| a "culling" type of shader?? | hi Konrad, yes, I was thinking the same, that shader would work very well, I noticed though, that ... read more | 02/04/2011 (12:26 am) |