Jesse Allen's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Alt Fire? [Solved] | Beginning to become a common theme, but I solved this myself...a bit surprised no one answered thoug... read more | 07/06/2014 (9:24 am) |
| Torque 3D Show Off Thread! | Felix, your art and engine improvements all look great! Thanks for sharing, it's inspiring and shows... read more | 06/17/2014 (11:35 am) |
| Walkabout Navigation Toolkit help thread | That makes sense Danny. Congrats on post 200 in the Walkabout thread! This particular map's base Hei... read more | 06/09/2014 (5:53 pm) |
| Walkabout Navigation Toolkit help thread | I have a quick question for you Danny (I hope). I have a pretty large map I'm working with, in addit... read more | 06/09/2014 (3:35 pm) |
| Cryengine Next-Gen and Merging T2D and 3D | While I am definitely interested in a merger of T2D and T3D (mainly for the sprite/GUI of T2D added ... read more | 06/09/2014 (5:34 am) |
| Cryengine Next-Gen and Merging T2D and 3D | I support a merger of T2D and T3D. Things like GuiSpriteCtrl in T3D would be outright amazing. Easil... read more | 06/08/2014 (7:01 pm) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | I found the problem. It's pretty ridiculous after all of this trouble I've gone through: In [b]Ry... read more | 06/08/2014 (5:18 pm) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Firstly, thanks for the response Steve. I'm greatly inspired by your work, and have learned so many ... read more | 06/08/2014 (4:01 pm) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Digging a little farther, I've noticed that when you adjust the offset using: [code]%this.setAimO... read more | 06/08/2014 (7:08 am) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Hmm, well after all of that I've reverted to my pseudocode (posted above a few posts or so...). It a... read more | 06/07/2014 (10:47 am) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Okay, I discovered why in some cases the %this.setAimObject() setting did not seem to work. As I rep... read more | 06/07/2014 (10:00 am) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Alright, I cleared up some of the confusion around this. First off, by 'default' (before making any ... read more | 06/07/2014 (7:44 am) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Good morning, and thanks for any help with this DreamPharaoh. I'm not the sharpest tool in the shed,... read more | 06/07/2014 (6:27 am) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Thanks for all the suggestions, I'll take a look at all these factors in the morning. I did have tim... read more | 06/06/2014 (6:48 pm) |
| Orbit Cam and Targeting (EyeOffset) [Finally Solved!!] | Hi, thanks for the reply my friend. The weapon I'm testing is the Ryder (the default pistol) and it ... read more | 06/06/2014 (4:43 pm) |
| torque 3d v3.5 navpath useage? | Hi Danny, you know in hindsight it's possible I was overthinking the entire process of passing data.... read more | 06/03/2014 (2:54 am) |
| torque 3d v3.5 navpath useage? | [image]http://i1213.photobucket.com/albums/cc466/rockoutsolid/Development/mind-blown1.gif[/image] ... read more | 06/02/2014 (1:40 pm) |
| torque 3d v3.5 navpath useage? | Thanks Gibby :) I've looked over some of Daniel's past postings about Walkabout, recast, and all the... read more | 06/02/2014 (11:28 am) |
| torque 3d v3.5 navpath useage? | Also, just wanted to put this out there...This does seem like a good bit of digging for what would a... read more | 06/02/2014 (7:56 am) |
| torque 3d v3.5 navpath useage? | For clarification, my apologies, the aiplayer code isn't in the rts prototype. I had some of the fun... read more | 06/02/2014 (6:42 am) |
| torque 3d v3.5 navpath useage? | Obviously I'm messing something up. Ultimately I'm just trying for point-click movement just like th... read more | 06/02/2014 (4:15 am) |
| torque 3d v3.5 navpath useage? | Haha, while I try to get my image links to work I'll take a look. Thanks a lot Daniel, I didn't expe... read more | 06/02/2014 (3:03 am) |
| torque 3d v3.5 navpath useage? | I've been able to add the navMesh, build it, and it properly shapes itself around the station TSStat... read more | 06/02/2014 (1:42 am) |
| torque 3d v3.5 navpath useage? | Thanks a lot for the quick reply Daniel. Your explanation does make a lot of sense, and I'm going to... read more | 06/02/2014 (1:02 am) |
| torque 3d v3.5 navpath useage? | @Daniel - Above link's dead. I've followed Steve's tutorial to completion, changed the navPath1.plan... read more | 06/01/2014 (8:21 am) |
| Animation Across Multiple Spritesheets? | Okay I finally got a chance to try this out today. With a little bit of script to make the Animation... read more | 01/25/2014 (2:31 pm) |
| Animation Across Multiple Spritesheets? | Thanks for your quick replies guys :) I'll take a look at the Callbacks and perhaps that will help m... read more | 01/23/2014 (10:16 pm) |
| T2D GUI Editor module (mostly) working | Nice Richard, thanks so much! What a good start to the year!... read more | 01/20/2014 (12:39 pm) |
| Custom Cursor [Solved!!] | It was my genuine pleasure to find and solve that Inventory module bug Richard. So good I could help... read more | 01/04/2014 (4:38 am) |
| Custom Cursor [Solved!!] | Guys, believe it or not I found a fix for this!! No source modifications required, just have to jump... read more | 01/03/2014 (2:31 pm) |
| Custom Cursor [Solved!!] | Hi Richard, thanks for the quick reply. I'm not familiar with using a 2nd scene for gui scene object... read more | 01/03/2014 (7:21 am) |
| Using Timers - Callback Function? [Solved] | Well I was just about to post about custom cursors not showing up, but then I decided to try and rec... read more | 01/03/2014 (3:32 am) |
| Using Timers - Callback Function? [Solved] | [b]Update:[/b]I was able to get both cases working rather easily with your advice Simon, thanks agai... read more | 01/01/2014 (3:20 pm) |
| Using Timers - Callback Function? [Solved] | Wow Simon. Perfectly clear explanation of what's going on here, thanks. I haven't had a chance to pl... read more | 01/01/2014 (11:36 am) |
| Gui? | @Richard: I just wanted to drop in and give you a much deserved "Thank You!" As I've been ... read more | 12/31/2013 (12:55 am) |
| Tilemaps, Datablocks, and Possible Frustrum? | Since much is being changed/added to the project now on a consistent basis I've decided to use the f... read more | 12/15/2013 (1:24 pm) |
| 2 Element Vector Math [Solved] | Thanks guys, all very good advice/tips! ... read more | 12/14/2013 (7:33 pm) |
| 2 Element Vector Math [Solved] | Despite over-trying to solve the problem, I suppose I still didn't give it enough investigation. I f... read more | 12/14/2013 (2:54 am) |
| Tilemaps, Datablocks, and Possible Frustrum? | [b]Update:[/b] A new pic to show off the latest build: [image]http://i1213.photobucket.com/albums... read more | 12/13/2013 (3:37 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | My success from the previous post has been met with a problem where index values can be lost if cert... read more | 12/08/2013 (12:51 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | [b]Update:[/b] [h3][I]Precise deletion of collision shapes anywhere within random CompositeSprite ... read more | 12/07/2013 (8:34 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | That's fixed it! I ended up using 6 points to create the rectangle with 'cut' corners; worked like a... read more | 12/06/2013 (3:27 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | Wow thanks, lightning fast reply! Thanks guys, this is all very helpful. ... read more | 12/06/2013 (3:04 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | Helpful as usual Doc, thanks. This indeed does look to be what's going on. Any advice on 'cutting th... read more | 12/06/2013 (2:59 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | First off, a very big thank you for taking a look into this. This problem has been haunting me for q... read more | 12/05/2013 (10:16 am) |
| Tilemaps, Datablocks, and Possible Frustrum? | Unfortunately, I was mistaken in thinking "If the character never hits the side of the collisio... read more | 12/04/2013 (12:59 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | Just after making the above post, with all this still fresh in mind, I began testing various ways of... read more | 12/03/2013 (1:44 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | Just wanted to give an update on the status of the project. [b]GUI[/b] I took a bit of time to ... read more | 12/03/2013 (12:56 pm) |
| Tilemaps, Datablocks, and Possible Frustrum? | I believe I am finally beginning to wrap my head around this. I managed to confuse myself so I'll te... read more | 11/30/2013 (7:29 am) |
| Learning the GUI | Bump in case Mike notices this post before he checks his e-mail! Intro to the GUI: Part II is now in... read more | 11/29/2013 (12:12 pm) |