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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)