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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)
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