Richard Ranft's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| RPG/RTS Tutorials | The tutorial is completely correct for 1.0.1 - walked through it myself on Wednesday.... read more | 10/25/2009 (2:46 am) |
| Animated Textures in T3D | Ok, I was looking at the post you made back on May 30.... I'll look at the cloud materials and se... read more | 10/22/2009 (7:09 pm) |
| Animated Textures in T3D | I'm just trying to get a simple IFL of 512x512 png's to animate on a decal.... Apparently my materi... read more | 10/21/2009 (8:12 pm) |
| RTS Prototype Docs | The new release is great! Thanks Mike!... read more | 10/21/2009 (7:22 pm) |
| crash when shooting building while running - LOGGED | Instead of changing the ammo in the datablock, just add rocket pickups around the map. I have done ... read more | 10/18/2009 (12:02 pm) |
| TGEA out of the box not working "solved" :) | There is a utility to generate projects. Once you have generated a project, you can compile it. Si... read more | 10/11/2009 (12:56 am) |
| Has this decal artifact been fixed in 1.1? | Awesome! Thanks for the quick reply.... read more | 10/10/2009 (5:49 pm) |
| Has this decal artifact been fixed in 1.1? | Maybe it's having trouble applying a decal to DTS shapes.... It does some strange things with mesh ... read more | 10/10/2009 (1:53 pm) |
| Compiling Code? | All of that gibberish is what results from the C++ name mangling that the compiler does - those are ... read more | 10/10/2009 (1:39 pm) |
| Any Torquescript Cheat Sheets Available? | Great books, Ed! Thanks for crankin 'em out. Are you planning to or would you consider releasing... read more | 10/10/2009 (1:37 pm) |
| Teleport Code line | And it might be easier to target your "landing" if you created an object at the destinatio... read more | 09/27/2009 (12:01 am) |
| TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) | I just altered the BoomBot.cs file to increase the boundingBox to "1.3 1.3 2.3" and it see... read more | 03/02/2009 (8:20 pm) |
| TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug | Perhaps just defer shadow rendering to a final pass. I really need to start digging... lol.... read more | 03/02/2009 (4:23 pm) |
| TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug | Hmm, guess we'll have to look into this - maybe have shadows ignore the highest detail level and ren... read more | 03/02/2009 (4:32 am) |
| TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) | Ok, so I suppose it depends on what you call a bug.... My definition sides with "if I have t... read more | 03/02/2009 (4:25 am) |
| TGEA 1.7.0 Beta 2 Bug - Weapon/player disappear (Bounds?) | Sorry to ressurect this, but it is still present in 1.8.1. It appears to occur with the rocket laun... read more | 03/01/2009 (10:05 pm) |
| TGEA 1.7.0 Beta 2 Bug - Shadow rendering bug | Sorry to ressurect this, but it's still there in 1.8.1. It occurs at certain locations on the terra... read more | 03/01/2009 (10:00 pm) |
| Multithreading | Not a chance - ever played Neverwinter Nights? Each "module" is composed of 5~500 areas. While it'... read more | 11/15/2005 (5:52 pm) |
| Multithreading | Ok, so I could set up to spawn multiple servers, and have them wait "empty" until a specific "area" ... read more | 11/08/2005 (6:14 pm) |
| Multithreading | I have a question - I want to run a dedicated server that could host multiple missions from the same... read more | 11/06/2005 (9:34 pm) |
| Any advice for RPG development? | And here I was toying with the idea of using the RTS kit for RPG's.... Rich... read more | 03/15/2005 (6:19 pm) |
| Click n Pick | Picking and rubber-banding are in the RTS Starter Kit.... Rich... read more | 02/20/2005 (10:14 pm) |
| Rts - Tse | Put my vote in for TSE RTS! Every iteration brings TSE closer to running properly on my systems, an... read more | 02/10/2005 (8:32 pm) |
| Orc Questions | So, um, how long is a "unit?" Rich... read more | 12/24/2004 (8:26 pm) |
| License Stuff, 3Dfx.h | Technically, permission from 3dfx would have to be granted by nVidia - they bought 3dfx. As for t... read more | 12/10/2004 (8:44 am) |
| Treat 4 Da Staff | Guess I'm glad I forstalled purchasing T:V.... I wasn't a fan of Fisher Price even when I was that ... read more | 12/06/2004 (7:34 pm) |
| Opening discussion on Terrain Paging | Actually, what I don't see mentioned anywhere near often enough when talking about persistent worlds... read more | 12/04/2004 (7:02 am) |
| Removed world editor | Well, why not go one better and just make new build targets that default to gui editor mode and terr... read more | 12/04/2004 (6:29 am) |
| Reducing level load time | If it's strictly single player I don't see how it could hurt - I mean, if you have serious latency t... read more | 12/04/2004 (6:23 am) |
| Streaming/Paging question | How cool is this!?! I was just thinking I'd have to do this myself. I'm thinking of taking the RTS... read more | 11/25/2004 (8:38 pm) |
| Horrible performance on GeForce 6800 | Well, I believe that reinstalling an OS once a month is good for the soul.... Heck, wanna really ... read more | 11/24/2004 (2:31 pm) |
| Mounted Shape onCollision | Or take Davide's idea a step further and look into making the bumpers weapons - um, can you mount a ... read more | 10/15/2004 (1:50 pm) |
| MissionArea questions | Culling - could use sprites beyond a practical distance.... Faster sorting and rendering anyway, an... read more | 10/12/2004 (3:58 pm) |
| Projectiles not appearing soon enough? | Zero is relative. Your ping to localhost can be from 0 to 10 ms or more, depending on system load. ... read more | 09/13/2004 (4:24 pm) |
| Someone point me to docs on mount points et al | Sorry Gonzo, you're right. I'll try not to be such a pest in the future ;p Rich... read more | 09/01/2004 (4:51 pm) |
| Function Player | Lol - I was trying to keep it simple.... Rich... read more | 08/25/2004 (5:20 pm) |
| Get %obj from %obj.client | "NORAD is back on track...." rofl! Then again.... Rich... read more | 08/25/2004 (5:17 pm) |
| Get %obj from %obj.client | @Gonzo: I think Howard is not being secretive - He's just not a very experienced programmer and i... read more | 08/25/2004 (2:49 pm) |
| Function Player | Player is not a function. It is a class. The class contains member functions. What you're seeing ... read more | 08/25/2004 (2:42 pm) |
| Defining Player Weapon Sequences | Cool - so I guess I could have him set up character animations fairly easily. Great! Thanks for ... read more | 08/25/2004 (2:35 pm) |
| Permanent footprints | Hey, you could create a new decal model that is simply an equilateral triangle - one poly! Halving ... read more | 08/25/2004 (2:31 pm) |
| CVS console update codes.... | Thanks - I'm blind this week.... Rich... read more | 08/24/2004 (8:05 pm) |
| Defining Player Weapon Sequences | What modelling package are you using? MilkShape? I've got a partner who's going to be using MilkSh... read more | 08/24/2004 (8:01 pm) |
| Defining Player Weapon Sequences | In the motion control panel, enter Motion Flow mode and create a new script. When you export the fi... read more | 08/23/2004 (4:13 pm) |
| Torque Explorer | Anyone have Kylix? It should be able to bring in the Builder project. Actually, that statement cou... read more | 08/23/2004 (4:07 pm) |
| People selling torque on ebay !!!! | " Funny part will be when buyers see that they all get the same login and pwd on GG sites LOL ........ read more | 08/22/2004 (3:13 pm) |
| TSE Demo disapointment | Great atmosphere in those shots. Very Alien/Aliens-like low-light creepiness. TSE is on the list... read more | 08/22/2004 (3:07 pm) |
| Many big explosions and the lack of performance | Actually, the screenshot on the left looks pretty cool.... Rich... read more | 08/22/2004 (2:06 pm) |
| .gft file generated by GFont class | I posted info on the thread over at http://www.garagegames.com/mg/forums/result.thread.php?qt=16325 ... read more | 08/22/2004 (1:59 pm) |
| Korean Language at TGE | This is not a simple undertaking. Though Hangul is technically an "alphabetic" system, it isn't "pu... read more | 08/22/2004 (1:12 pm) |