Paul Weston's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Improving startup | So, is there a quick fix for Steve's idea, without having to go into the engine code? I like how ... read more | 07/12/2013 (10:02 am) |
| F.A.C.K and 1.2 | Very interested in the progress of this 1.2 port as well... Would love to integrate the charact... read more | 06/18/2012 (6:25 am) |
| Climbing a steep ladder - How to? | Yes the climbable objects resource works great, we have it integrated into our build... One tip t... read more | 12/05/2011 (6:20 am) |
| Decal problems | For anyone interested, we solved this issue... Narrowed it down to being AFX-specific, and Jeff F... read more | 11/26/2011 (9:17 pm) |
| Decal problems | OK, so more testing, more weirdness... Checked our DTS shapes in the BlankRoom mission in the sto... read more | 11/14/2011 (7:24 am) |
| Decal problems | @Guy: Visible distance is set to 10000, it was set that way a long time ago so we could see detail ... read more | 11/11/2011 (7:57 am) |
| Decal problems | Hi Spencer, Yes, all DTS objects have Visible Mesh set for both values... Funny - if I load th... read more | 11/10/2011 (8:00 am) |
| Decal problems | Thanks, but didn't work either :( ... read more | 11/09/2011 (9:16 pm) |
| Decal problems | Did some more testing, this is a weird one... The problem seems to be only with DAE and DTS files... read more | 11/09/2011 (4:43 pm) |
| Decal problems | Was hoping it was something simple like that, but sadly all those prefs.cs values are set to enabled... read more | 11/09/2011 (6:09 am) |
| Decal problems | No console errors related to datablocks or decals... The managedDecalData.cs script is being exec... read more | 11/08/2011 (9:51 pm) |
| 3d radar for t3d | It appears to be done client-side: [code] // Go through all ghosted objects on connection (clien... read more | 11/08/2011 (11:24 am) |
| 3d radar for t3d | Excellent, glad it works for you now... I realize I could have zipped up the files and put them s... read more | 11/07/2011 (5:28 pm) |
| 3d radar for t3d | That's it for the engine changes... In your PlayGUI or other GUI, put this to create the object (... read more | 11/04/2011 (9:53 am) |
| 3d radar for t3d | [code] //------------------------------------------------------------------------ // script interf... read more | 11/04/2011 (9:49 am) |
| 3d radar for t3d | [code] // Go through all ghosted objects on connection (client-side) for (SimSetIterator itr... read more | 11/04/2011 (9:48 am) |
| 3d radar for t3d | [code] //--------------------------------------------------------------------------- // render the... read more | 11/04/2011 (9:47 am) |
| 3d radar for t3d | [code] //--------------------------------------------------------------------------- void GuiRadar... read more | 11/04/2011 (9:45 am) |
| 3d radar for t3d | Next, add this file (guiRadarTSCtrl.cpp) to your project, also in the T3D folder of the source w... read more | 11/04/2011 (9:43 am) |
| 3d radar for t3d | Updated for 1.1 Final, because someone was asking and I did not see a newer update than above anywhe... read more | 11/04/2011 (9:35 am) |
| How to get keyboard in a GuiContainer | We have this same problem, but we use the Webkit resource. We can display any page, and Flash even ... read more | 10/28/2011 (8:51 am) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | The NCC1701 code repository is ready! Did a full checkout overnight and was able to launch the ga... read more | 10/27/2011 (9:17 am) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | Tomer - great, so if we need to look at any of that code you and I can exchange it via e-mail or som... read more | 10/26/2011 (5:39 pm) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | TJ says we're good to go if we just make sure all his UAISK code is only in DSO format, and that the... read more | 10/26/2011 (8:45 am) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | Update - Tortoise was giving me a bit of grief trying to integrate it with IIS, so I tried VisualSvn... read more | 10/26/2011 (7:00 am) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | Oh, and by the way, tonight we kind of thought about it and we're going to just give everything away... read more | 10/25/2011 (11:44 pm) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | Ran tryouts on various solutions tonight... Server is Win32, IIS - I used Tortoise, created a re... read more | 10/25/2011 (11:30 pm) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | Tomer/Lee - thanks for the info... Will set up a repository to get things started, and we can g... read more | 10/25/2011 (3:14 pm) |
| Star Trek: NCC1701 - Community Project now online! Who wants in? | Hey again, Of course, I realize that protecting the assets is a bit moot, seeing as how we don't ... read more | 10/17/2011 (6:44 am) |
| How to load/instantiate models in background? | Works great, thanks! Nice performance gain there...... read more | 10/13/2011 (8:25 pm) |
| A note on Triggers to newbs like me.... | I've played with the dedicated server before... You essentially just create a batch file that launc... read more | 10/13/2011 (8:20 pm) |
| How to load/instantiate models in background? | No news yet, the person we want to see this thread is Rene (the guy with the //fixme avatar image be... read more | 10/13/2011 (9:49 am) |
| How to load/instantiate models in background? | Alessandro - EXACTLY what I expected to see from the Zones... With few objects loaded within the zo... read more | 10/12/2011 (11:35 am) |
| How to load/instantiate models in background? | Thanks Steve, will check with the Profile test. So does this mean we are limited to 1024 objects?... read more | 10/11/2011 (12:45 pm) |
| How to load/instantiate models in background? | Sorry for the long post... Hello there, We are using zones extensively to enable us to load th... read more | 10/11/2011 (11:09 am) |
| AI kits and game performance... | The benchmarks were run with video options all set to Normal. We can gain some performance by switc... read more | 09/21/2011 (7:07 am) |
| AI kits and game performance... | Hi all, OK, an update... Turns out our characters are pretty low-poly already, so LODs had onl... read more | 09/21/2011 (6:51 am) |
| AI kits and game performance... | I feel like I've just discovered the Holy Grail or something... How did we not think of LOD'ing the... read more | 09/16/2011 (11:54 am) |
| AI kits and game performance... | Steve - thanks, I was leaning towards that... We have been LOD'ing all our objects in the game for ... read more | 09/16/2011 (10:53 am) |
| AI kits and game performance... | Hmm, neat idea... Is there a stock way of doing that, saving the AI characters' states I mean? Or ... read more | 09/16/2011 (7:42 am) |
| AI kits and game performance... | Thanks TJ and everyone for the advice... Will be working on things over the weekend and see if I ca... read more | 09/16/2011 (6:36 am) |
| AI kits and game performance... | Well, our default AI set consists of a bridge crew and 2 guys in the shuttlebay. Bridge crew includ... read more | 09/15/2011 (9:43 am) |
| Mouse based interfaces | You may want to consider getting AFX for Torque 3D. It has a neat modification to the interface, wh... read more | 09/02/2011 (7:00 am) |
| How do you proceed to do render to texture in T3D? | You're talking about something like the old Duke Nukem security cameras, correct? This has been t... read more | 08/08/2011 (6:57 am) |
| Game stuck on Starting Mission | "Its probs my fault but im gunna go ahead and blame it on my cat :)" Funniest thing I'v... read more | 08/08/2011 (6:53 am) |
| Docs - Occlusion volumes - zones and portals - physical zones | You have to upgrade to 1.1 Final to have proper working zones, they were buggy up until the Final re... read more | 07/15/2011 (8:26 am) |
| Docs - Occlusion volumes - zones and portals - physical zones | Well, since the Occlusion Volumes are still buggy, I would say right now your best bet is the zones.... read more | 07/14/2011 (1:00 pm) |
| Docs - Occlusion volumes - zones and portals - physical zones | Hi again, D'oh, scratch my previous suggestion, I hadn't had enough coffee :) When a player look... read more | 07/14/2011 (10:10 am) |
| Docs - Occlusion volumes - zones and portals - physical zones | @Lewis: Have not found a way to do that, as soon as any object is fully within the zone it disappea... read more | 07/14/2011 (6:24 am) |
| Shaders explained? | Of course, that makes total sense... Is there a way to modify the stock Torque installer package ... read more | 07/13/2011 (8:55 am) |