Travis Evans's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Mesh stops rendering | Well I just took Oscars' and E.B's advice. Recreated and reexported the model. I kinda want to point... read more | 07/20/2011 (8:48 pm) |
| Mesh stops rendering | Thanks for the suggestion Oscar. I have also notice that scaling the object causes odd behavior, and... read more | 07/20/2011 (8:41 pm) |
| Mesh stops rendering | Here are the files: [url]http://gamershigh.com/DATA/STAIRS_02_WN.zip[/url] The file, STAIRS_02_W... read more | 07/20/2011 (6:52 pm) |
| Mesh stops rendering | Good catch E.B. I didn't notice that. The odd thing this that the bounds in the engine are way off t... read more | 07/20/2011 (7:09 am) |
| Mesh stops rendering | Hey Christopher, I just got home and gave that a shot, no dice. I can host the max file if any on... read more | 07/19/2011 (5:48 pm) |
| Asset Security and Torque File Stream | If I do add directly into the FileStream, I don't think it'd be too hard to tell the difference betw... read more | 08/01/2010 (7:48 pm) |
| Asset Security and Torque File Stream | Thanks Rene. I'm hoping I don't have to make huge changes. My encoding scheme is it's own class, and... read more | 08/01/2010 (6:58 pm) |
| Asset Security and Torque File Stream | Sweet! Can't wait then. A reason to look forward to Monday.... read more | 07/31/2010 (10:46 pm) |
| Mesh Quality and LODs | This make a lot more sense now. I'll have to play with the higher settings. Thanks Steve!... read more | 06/06/2010 (4:54 pm) |
| Mesh Quality and LODs | [quote] Detail# = the size (vertically I believe) that the LOD will display at. [/quote] As in ... read more | 06/06/2010 (4:17 pm) |
| Help getting TSStatic Material | I've been looking at your resources and have been trying to pull materials the same way: [code] ... read more | 05/23/2010 (11:15 am) |
| How would I add more Player Actions? | Steve, Thanks for pointing me to the resource/post. This helps quite a bit. Travis ... read more | 03/05/2010 (9:09 pm) |
| 3D Character Artist available for work | Eugene, Do you have a set price/hourly rate or is this more of a client based negotiation? I'd lo... read more | 02/27/2010 (4:33 pm) |
| Baking ambient occlusion tool | Sweet! Just picked up a copy. I think this will be the perfect compromise for the low frame rate in ... read more | 02/25/2010 (6:40 pm) |
| [Bug 1.1 beta] LOD Ordering - LOGGED | Hmm... I did use the default tree. I picked up a copy of the Flower Power Pack. I'll add in a few tr... read more | 02/12/2010 (9:02 pm) |
| T3D - VS 2008 Express | @Scot In the T3D toolbox, click Edit source then the Drop Down select the version of VS Express you... read more | 01/31/2010 (6:43 pm) |
| Collision Issue(s) Revisited | Take out the loop eh? That would save some precious CPU cycles, not matter how small or large it may... read more | 01/26/2010 (9:35 pm) |
| Collision Issue(s) Revisited | Rene, you kick ass! Worked like a charm! Whether or not this is a bandage, this solution will help m... read more | 01/25/2010 (9:05 pm) |
| Collision Issue(s) Revisited | I'll recompile and give it a go!... read more | 01/25/2010 (8:55 pm) |
| Run Walk speed | Ok, so I got the sprint code to work smooth! I took Tom's advice (I think) and created a new trigger... read more | 01/15/2010 (12:48 am) |
| Run Walk speed | I can see that working (but same can be said about my code change). Not saying that it won't work, I... read more | 01/14/2010 (10:19 pm) |
| Run Walk speed | I don't mean to hijack, but I've got a question or 2 regarding the comments. Coding the basics is... read more | 01/14/2010 (9:27 pm) |
| Run Walk speed | Hmmm... not sure if this is a fluke or the code.. but after the change, my player seems to have &quo... read more | 01/14/2010 (1:38 am) |
| Run Walk speed | Here's a little bit of code I wrote up this night: [code] // in player.h // Find the following,... read more | 01/14/2010 (12:54 am) |
| Torque 3D 1.1 Alpha SFX Workflows | Awesome! I think it should be noted that the DLLs in the FMOD Download here on GG (or TP now..) a... read more | 01/12/2010 (11:55 pm) |
| Bare Bone Project | No, but it's nice to get a post. Was a little late for me when I posted the question. I'm not too wo... read more | 01/08/2010 (8:38 pm) |
| Working mini map for T3D | There was actually a nice little resource posted by Jonathan Noyola. [url=http://www.torquepowered.c... read more | 01/08/2010 (1:32 am) |
| New Collision Detail | With all the resources out there I'm sure it's been posted. I can see where Tom is coming from with ... read more | 12/21/2009 (9:08 pm) |
| New Collision Detail | I like the idea of a material table. One that would list all materials in the game. When you first o... read more | 12/20/2009 (4:15 pm) |
| New Collision Detail | I'll be honest about LOS, I never tried it. But then it comes back to convex hulls and the exporter ... read more | 12/19/2009 (3:38 pm) |
| New Collision Detail | Possibly. I initially though about cloning a shape class then adding that to the player collision ma... read more | 12/19/2009 (2:38 am) |
| New Collision Detail | Something different. Collision that will stop a player but have no effect on a projectile. An exampl... read more | 12/19/2009 (2:03 am) |
| New Collision Detail | Nice to hear Tom! Luke, glad to give you a boost, though I'm sure GG will have a better solution tha... read more | 12/18/2009 (8:47 pm) |
| Unit Setup In 3ds Max? | Ah an old post. Well I do have good news. 1 Meter in Max is equal to 1 Meter in T3D. Here is a scree... read more | 12/11/2009 (8:39 pm) |
| Collision Issue(s) Revisited | Thanks much Rene!... read more | 12/05/2009 (12:07 am) |
| Collision Issue(s) Revisited | To help with my explanation I recorded what I can't explain in words. Notice how if one side on one ... read more | 12/04/2009 (9:24 pm) |
| How can I mount renderShapeExample? | This is what I mean: [code] datablock ItemData(Carbine) { category = "Weapon"; ... read more | 11/29/2009 (1:28 am) |
| How can I mount renderShapeExample? | I've been fooling around with the code and datablocks. I've got an M4 Carbine that I've been working... read more | 11/28/2009 (9:42 pm) |
| How can I mount renderShapeExample? | So really, ShapeBaseImageData would be "WeaponImageData"? If that's so, and from what Rapi... read more | 11/28/2009 (8:56 pm) |
| How can I mount renderShapeExample? | Thanks for the info Rapid. What I'm looking to do is create a Weapons class. What I'm wanting to do ... read more | 11/28/2009 (6:22 pm) |
| Small Collision Detection Problem | So when a collision mesh is too thin, the engine will become confused and by what poly you're collid... read more | 09/17/2009 (3:09 am) |
| Small Collision Detection Problem | All right so I reduced the Collisions to 6 meshes for an over all poly count including bounds of 164... read more | 09/17/2009 (2:58 am) |
| Small Collision Detection Problem | Right, and it is. I just made this model with simple poly objects. The visible mesh is all one objec... read more | 09/17/2009 (2:43 am) |
| Collada and Nodes | Yeah, they were point lights. Well... what if you could place the shapes as needed then select the s... read more | 09/10/2009 (8:32 pm) |
| Collada and Nodes | I never noticed the option to Right Click on the Sim Object, never tried. I tried the rotation with ... read more | 09/10/2009 (2:55 am) |
| Collada and Nodes | I like the idea of the Sim Group but I can see just one problem. If you create a bunch of instances ... read more | 09/10/2009 (1:11 am) |
| Collada and Nodes | @Chris: Well I'm looking through the code the best I can. I never really dealt with classes in c/... read more | 09/10/2009 (12:45 am) |
| Collada and Nodes | Just thinking out loud, but what if a dynamic field was added to the lights where you could specify ... read more | 09/08/2009 (4:04 am) |
| Collada and Nodes | This is cool! I'll have to second with Omega.... read more | 09/07/2009 (10:01 pm) |
| Collada and Nodes | The collada exporter that I use (COLLADAMax NextGen) does in fact support lights as well as nodes. ... read more | 09/07/2009 (9:32 pm) |