John "Mythic" Henry's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Physics in 1.1 Final? | Don't forget, the Default templates still don't include Physics. You still have to add them to the ... read more | 06/13/2011 (2:43 pm) |
| PhysX SDK with Torque | The path to include files (for both Debug and Release configurations). Project Properties->C/C++... read more | 06/13/2011 (2:32 pm) |
| BraveTree Tank Port to T3D | cont.. [code] // Engine engineTorque = 4300; // Engine power engineBrake ... read more | 06/11/2011 (8:05 am) |
| BraveTree Tank Port to T3D | It turned out fairly simple once I figured out the issue with the turret/barrel system. To try and ... read more | 06/11/2011 (8:03 am) |
| BraveTree Tank Port to T3D | I still need to finish the Recoil system and add in a Fire Animation. At the moment the Treads now ... read more | 06/11/2011 (7:59 am) |
| BraveTree Tank Port to T3D | Solved... As I added to the Main Section at top, using that Camera resource I was then able to use... read more | 06/11/2011 (7:53 am) |
| T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) | Your Gonna Luv this... Forget all those changes above :) CheetahCar.cs (Datablock for CheetahCar... read more | 06/08/2011 (9:02 am) |
| T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) | A bit finer tuning of the wheels with my earlier hack.. Checks along the X axis instead as it has f... read more | 06/08/2011 (7:08 am) |
| What is GameBaseHiFiObjectType? | The basic understanding I have of it is for when you have objects moving at HiSpeeds, to help deal ... read more | 06/08/2011 (3:47 am) |
| T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) | *this is a 1.1 final with only changes to allow { <-/-> a/d } keys for steering instead of mou... read more | 06/07/2011 (9:59 am) |
| T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) | Just tried a simple Hack... This causes it to corretc and right itself with the default car settin... read more | 06/07/2011 (9:14 am) |
| T3D 1.1 FINAL - Cheetah - on collision with trees/foliage FPS drop - LOGGED (THREED-2004) | I dont think the quicksand issue is a mass issue. I just ran through it a bit and watched was it do... read more | 06/07/2011 (8:39 am) |
| using a variable to refrence a gui object name. | Watch out for Name and Class clashes, although I think they fixed that.. Havent tried it in awhile ... read more | 06/05/2011 (7:19 pm) |
| using a variable to refrence a gui object name. | Yeah, you need the "Handle" for the Gui object you want move around. heres a couple of ... read more | 06/05/2011 (7:17 pm) |
| Team Spawn Locations | If you track back from there using the Break Points and call stack you should be able to find where... read more | 06/05/2011 (7:10 pm) |
| Nothing major, but clears out an error with vehicles.. (Script part) | Heres an Updated version to deal with Removing Mounted Items and deleting them... Requires a scr... read more | 06/05/2011 (7:14 am) |
| Nothing major, but clears out an error with vehicles.. (Script part) | Oops, doulbed up on a call uneccessarily... [code] if (%obj.getMountNodeObject(%i)) ... read more | 06/04/2011 (4:28 pm) |
| Torque 3D 1.1 Change Log (Beta3->1.1 Final) | I should have read this before posting about Projectiles *sheepish grin* Impressed with work. ... read more | 06/04/2011 (7:50 am) |
| Getting Started, 3D Art tool Question/Thought ? | I've found out that Blender may properly export to DAE in version 2.5+ I havent tried this yet as I... read more | 06/04/2011 (7:27 am) |
| Team Spawn Locations | That point in the code (Default Code) [code] function GameCore::spawnPlayer(%game, %client, %spa... read more | 06/03/2011 (5:09 pm) |
| Team Spawn Locations | Sounds like you have changed the Spawn process incorrectly and havent removed another call to spawn... read more | 06/03/2011 (5:03 pm) |
| using a variable to refrence a gui object name. | I think you have the Idea of the process confused.. You can setup a simple function of your own... ... read more | 06/03/2011 (4:54 pm) |
| using a variable to refrence a gui object name. | Basically I'm not the best to answer this one.. I need to spend more time on the GUI's even after a... read more | 06/03/2011 (11:43 am) |
| using a variable to refrence a gui object name. | Your Basic GuiControl needs to be defined with some things like: [code] new GuiMLTextCtrl(M... read more | 06/03/2011 (8:59 am) |
| Team Spawn Locations | The output in the Log file (console.log) should give you the line number and a section of that code... read more | 06/03/2011 (8:09 am) |
| Keeping focus on chat console text input area | Ya might want this bit too : [code] function MessageHud::toggleState(%this) { if(%this.isVi... read more | 06/03/2011 (8:00 am) |
| Keeping focus on chat console text input area | First off, you can force it to Take all Keyboard events like so.. [code] new GuiTextEditCtrl(som... read more | 06/03/2011 (7:51 am) |
| Vehicle and camera angle in 3rd person view? | Yeah, kinda interesting, has access to the forum, but no Product owned?... read more | 06/03/2011 (7:24 am) |
| Keeping focus on chat console text input area | Simple way would be to link the [ enter ] key to your GuiControl. So when ya hit the Enter key, i... read more | 06/03/2011 (7:09 am) |
| Missing something with datablocks | Minor question here... what is %this supposed to be connected to? The Function is not Linked to ... read more | 06/03/2011 (6:54 am) |
| Strange problem when I respawn | Yeah, can be confusing.. Basically, your object is never deleted, just ReActivated in the Spawn lo... read more | 06/03/2011 (6:45 am) |
| Team Spawn Locations | Torsion is alot like VC++, just with less features You can Left Click in the small area to the le... read more | 06/03/2011 (6:39 am) |
| Strange problem when I respawn | Right off the Bat, your Respawning the same Object. You never reset the %this.life value so when it... read more | 06/03/2011 (3:14 am) |
| General Observation of Pacific Demo first run | Put in simple terms... A 235K log file in just 2 mins of running the demo.. I'll dig out the sha... read more | 06/03/2011 (2:43 am) |
| Manually Rotating Nodes doesn't Move connected Nodes | A minor change forgot to put into post: rotate = mClamp( rotate / 10, 1, 10) * 0.035f; change... read more | 06/03/2011 (2:15 am) |
| ACK anims not playing in multiplayer | Is it possibly you have run into the issue of too many Mask Bits? I haven't fully tested the Netw... read more | 06/02/2011 (10:51 am) |
| Manually Rotating Nodes doesn't Move connected Nodes | Heres some of the Code I'm using now to elevate/rotate: [code] void TreadVehicle::updateTurretAn... read more | 06/02/2011 (9:04 am) |
| Manually Rotating Nodes doesn't Move connected Nodes | I've shelved this for the moment unless someone can point me in the right direction. I've gone back... read more | 06/02/2011 (8:59 am) |
| Manually Rotating Nodes doesn't Move connected Nodes | Addendum: The E / MzP Nodes are just Bones, no Meshes connected.. The Barrel is laid on top of the... read more | 05/31/2011 (3:43 pm) |
| BraveTree Tank Port to T3D | Alrite, I think I have found part of the problem... [code] void ShapeBase::setImage( U32 imageS... read more | 05/29/2011 (1:59 pm) |
| BraveTree Tank Port to T3D | (3) sequences ( fire / rotate / elevate) ---------------------------------------- Bones: ejectPo... read more | 05/29/2011 (12:17 pm) |
| BraveTree Tank Port to T3D | And here are some of the things I have Tried to get that Dang Turret to Move.. [code] //-------... read more | 05/29/2011 (12:08 pm) |
| BraveTree Tank Port to T3D | Now for the Final Problem, you should be able to follow the above to where we now have to Change th... read more | 05/29/2011 (12:05 pm) |
| BraveTree Tank Port to T3D | To get it to actually Fire correctly with the Builtin ImageSystem I modified Vehicle.cpp this way: ... read more | 05/29/2011 (11:55 am) |
| BraveTree Tank Port to T3D | Main Image: [code] //----------------------------------------------------- datablock ShapeBaseI... read more | 05/29/2011 (11:53 am) |
| BraveTree Tank Port to T3D | This works just fine. Its mounts the Turret and it stays with Vehicle. It fires (uses the Fire Seq... read more | 05/29/2011 (11:50 am) |
| BraveTree Tank Port to T3D | To get the Threads / Sequences sorted out during load up I created the following: In Script: [c... read more | 05/29/2011 (11:43 am) |
| BraveTree Tank Port to T3D | After alot more work I've run into a snag with Animating the Mounted Turret. Before I discuss the i... read more | 05/29/2011 (11:41 am) |
| BraveTree Tank Port to T3D | (cont)... [code] //Mythic DEBUG // Change to Torque / Brakeing to do Left Right turns ... read more | 05/21/2011 (6:34 am) |
| BraveTree Tank Port to T3D | (cont)... Then using that [mSteerControl] here: [code] void TreadVehicle::updateForces(F32 dt) ... read more | 05/21/2011 (6:32 am) |