Game Development Community

Vincent Ellis's Forum Posts

Thread Post Date Posted
Animating eyeMount on weapon models? Did you check in-game or in the shape editor? In the shape editor, the node gets animated, but in-ga... read more 12/18/2015 (11:20 am)
Animating eyeMount on weapon models? Since the code is, supposedly, already there to give artists freedom, why would i use the camera sha... read more 12/17/2015 (11:22 am)
Vertex Color Texture Blending, [bounty ?] I'm also looking for this. Bump! :)... read more 06/14/2015 (10:02 am)
Orange normal maps? No, no. I mean the normal maps: https://github.com/GarageGames/Torque3D/blob/development/Templates/F... read more 06/06/2015 (1:52 pm)
Q3-like player movement? This is interesting. I managed to get things similar by improving the player speed and jump height, ... read more 05/31/2015 (4:46 pm)
Building in Visual Studio 2013 What do you mean by that? The vehicles? Or player movement/hit detection, etc?... read more 01/05/2015 (4:51 pm)
Building in Visual Studio 2013 Thanks for the info. I wasn't able to find the Bullet stuff in the CMake, but i'll dig into it. ... read more 01/04/2015 (4:22 pm)
Building in Visual Studio 2013 Another question: what are the advantages/disadvantages of Torque Physics over Bullet/PhysX?... read more 01/02/2015 (4:03 pm)
Gotta say... They should release Constructor's source code as well. Amazing tool!... read more 04/09/2014 (3:24 pm)
Is Torsion still supported? I just didn't want to spend money on software that will be abandoned or won't get any new features/b... read more 03/24/2014 (11:40 am)
You don't have to hide your source-code Duion could not have said this better: we depend on open-source and we should cultivate the culture.... read more 01/04/2014 (9:47 am)
Applying normal to entire terrain I'm exporting a diffuse from WM, for the entire terrain, as well a normal map, instead of applying o... read more 01/04/2014 (9:45 am)
Applying normal to entire terrain I saw some people in these forums using WM-generated normals and applying them to the terrain to get... read more 01/04/2014 (7:33 am)
You don't have to hide your source-code [quote]And when was the Quake engine released as GPL, Vincent? Was it in 1996 when Quake was release... read more 01/04/2014 (5:28 am)
You don't have to hide your source-code That exact attitude, "NOPE, what's mine is mine. I learned it, I earned it. ", is what bri... read more 01/03/2014 (6:33 pm)
Disable fog? fogDensity is 0 and fog is still applied to the level. Just try on a large terrain (4096x4096 height... read more 01/03/2014 (3:51 am)
Terrain texture question. How do you import the splat into Torque?... read more 01/02/2014 (5:42 pm)
Torque 3D Terrain System How do you guys export a diffuse map from World Machine 2.3?... read more 01/02/2014 (3:53 pm)
Problem with team-based onClientEnterGame code Does TorqueScript have some kind of constant system? I wanted to create something like TEAM_RED, TEA... read more 01/02/2014 (8:18 am)
Problem with team-based onClientEnterGame code MsgClientJoin? But that function only calls handleClientJoin, which is responsible for calling Playe... read more 01/02/2014 (6:19 am)
"Full" template architecture call stack Is there any way of setting breakpoints without the Torsion IDE?... read more 01/01/2014 (6:53 am)
Problem with team-based onClientEnterGame code Is there anywhere else where the .team property might be getting set? Is the MsgClientJoin handled o... read more 01/01/2014 (6:51 am)
Problem with team-based onClientEnterGame code I tried replacing blue/red with integer, but still doesn't work.... read more 01/01/2014 (6:44 am)
Problem with team-based onClientEnterGame code But there are many scripts inside the tools folder, like gametoolsdatablockEditordatablockEditor.cs,... read more 12/31/2013 (9:22 am)
Problem with team-based onClientEnterGame code They don't need to be global, since the total amount of players on each team has to be counted on ea... read more 12/30/2013 (4:36 pm)
Lag compensation? Is this still true for the current codebase? Seems old and unreliable. Even Q3's unlagged is much be... read more 12/02/2013 (9:31 am)
Re-use animations of default T3D soldier Since the model has been MIT licensed, why not the max files as well?... read more 11/30/2013 (8:56 am)
Best T3D physics library So, T3D works best with which library? T3D built-in or Bullet?... read more 09/25/2013 (7:15 am)
Crowd-funding Torque 3D for Linux I guess we need Luis to step up and say if he's fine with donations being made, if he is actually wo... read more 09/25/2013 (7:13 am)
Torque 3D Show Off Thread! Hey Dan, which tools are you using for those terrains? Pure T3D? Would you care to write a tutorial ... read more 09/23/2013 (11:14 am)
Ragdolls? Isn't there any other implementation? Maybe a more modern one after the MIT release?... read more 09/22/2013 (6:09 pm)
Crowd-funding Torque 3D for Linux It didn't get off the ground, but we raised $10,000. I think that's amazing and would give lot's of ... read more 09/20/2013 (9:54 am)
Torque 3D Community Edition Activation Will these changes be ported to the MIT version?... read more 09/19/2013 (9:04 pm)
Torque3d x64 build patch Has this been merged to the official master?... read more 09/19/2013 (6:25 pm)
Torque3D Linux Status Let's help this project! Let's crowfund it! [url]http://www.garagegames.com/community/forums/view... read more 09/19/2013 (6:24 pm)
Torque 3D for Linux? It would be nice to setup a proper GitHub group with interested developers. From that, we can start ... read more 09/19/2013 (6:17 pm)
License for the default Soldier in T3D? Free is not open. Open is not free. That's why we have the concept of "Libre" that Stallma... read more 09/19/2013 (6:14 pm)
Invitation to all freelance 2D/3D artists I'm looking for people that know the area and are interested in contributing for a service that they... read more 11/18/2009 (9:19 am)
Invitation to all freelance 2D/3D artists I'm sorry to hear that, eb, but maybe you are a little confused and not understanding my thread. ... read more 11/18/2009 (7:50 am)