Flashback's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| GuiObjectView problem on T3D3.8 | I haven't used that one - will take a look what it can do, thanks.... read more | 12/31/2015 (5:27 am) |
| GuiObjectView problem on T3D3.8 | It doesn't log anything, and there are no warnings whatsoever. I do get this issue in debug build, t... read more | 12/30/2015 (4:08 pm) |
| GuiObjectView problem on T3D3.8 | Tried that one - does not help, unfortunately. I believe it's not actually in GuiObjectView code, bu... read more | 12/29/2015 (10:09 am) |
| GuiObjectView problem on T3D3.8 | Happens to me on debug Age of Decadence build as well. Besides, it happens on some dev PCs, but does... read more | 12/29/2015 (9:57 am) |
| Visual Studio 2012 tips | Will do. Come to think of it, I've accumulated quite a bunch of bugfixes during all these years with... read more | 03/26/2013 (3:14 pm) |
| Visual Studio 2012 tips | Regarding /safeseh issue, it's solved this way: 1) download a newer version of NASM from here: [... read more | 03/25/2013 (2:19 pm) |
| Silhouette selection via postFx for Torque3D | Any news about this? Should we live and hope? =)... read more | 04/18/2011 (8:43 am) |
| Silhouette selection via postFx for Torque3D | Still, good news it's not dead. Looking forward to this moment to come =) I've spent an hour or t... read more | 03/22/2011 (8:56 am) |
| Silhouette selection via postFx for Torque3D | Konrad, any chance for this resource to be ported to 1.1b3?... read more | 03/22/2011 (8:28 am) |
| T3D 1.1 Beta 3 - PlayerDropPoints are not added to their SimGroup automatically - LOGGED | [quote]I went in and did my own research into the problem, and I agree with Flashback's assessment i... read more | 03/01/2011 (11:19 am) |
| T3D 1.1 Beta 3 - PlayerDropPoints are not added to their SimGroup automatically - LOGGED | If it's so, then there is plenty of code that does nothing in the world editor scripts. Code snippet... read more | 03/01/2011 (9:46 am) |
| T3D 1.1 Beta 3 - PlayerDropPoints are not added to their SimGroup automatically - LOGGED | I see your point, Nathan, but it is really a bug, imo, since lots of code still implies auto-assigni... read more | 03/01/2011 (9:23 am) |
| T3D 1.1 Beta 3 - PlayerDropPoints are not added to their SimGroup automatically - LOGGED | UPD: Actually, possible obvious solution is not a very good one, since object positioning is now don... read more | 03/01/2011 (9:11 am) |
| Some questions about point lights and shadows | Thanks for pointing at the place where the magic happens. Very helpful post, Tom.... read more | 02/17/2011 (11:05 am) |
| upgrading? | Kenn, I'd recommend upgrading to T3D while the price is so low. We've been sticking for TGE 1.3 for... read more | 02/03/2011 (10:01 am) |
| T3D 1.1 Beta 3 - 2 problems with decals rendering | Confirmed as working solutions. :salute:... read more | 01/26/2011 (8:07 am) |
| T3D 1.1 Beta 3 - 2 problems with decals rendering | Problem 1 seems to be fixed, then. Spasibo, Ivan. Problem 2 isn't, though, swapping values doesn'... read more | 01/24/2011 (11:38 am) |
| Multiple sequences, one DSQ - not working | To those who will face something like this in the future, the problem was solved by compiling a new ... read more | 03/17/2010 (5:48 am) |
| Possible minimap/water bug, screenshots included | Well, it stopped crashing on 1.3 build as well.... read more | 09/14/2007 (9:03 am) |
| Trigger numbers problem. | I had a good reason to think that it was exporter's fault, because TST Pro has the same bug as my co... read more | 04/24/2007 (2:39 pm) |
| Trigger numbers problem. | Well, I looked through the exporter's code and saw the next: [b]trigger.state = 1 << (U32)val;[/b]... read more | 04/24/2007 (12:44 pm) |
| RayInfo::face. The usage. | I hate pumping up this topic, but... I can't believe that people around have absolutely no idea on t... read more | 08/05/2006 (5:43 am) |
| TSShapeConstructor question | Oh, thanks. It means that I used a wrong keyword for searching :(... read more | 08/02/2006 (3:43 am) |
| TSShapeConstructor question | Scripts are working fine, thanks. The problem was in the filename, fixed it. But I'm still intereste... read more | 07/30/2006 (4:25 am) |
| Can't load 11mb dts. Problem fixed, but... | "No, it will just increase your runtime memory costs slightly." Ah, OK, thanks. "What are the st... read more | 06/30/2006 (2:08 pm) |
| Possible minimap/water bug, screenshots included | Yep, I've faced this problem too. And since I don't try to play with rendering code... is there any ... read more | 06/10/2006 (9:10 am) |
| I place a Shape and see no mesh. Why? | I tried to solve this problem, but didn't have time to dig too deep: I noticed that StaticShape isn'... read more | 01/04/2006 (12:20 pm) |
| Transitions between animations | I've looked through the RTSUnit and Player classes, and after a minute of thinking I've ripped off a... read more | 11/18/2005 (2:26 pm) |
| Transitions between animations | Mmm... I guess I wasn't clear enough, sorry. Let me explain what I'm trying to do again. Let's i... read more | 11/16/2005 (2:09 pm) |
| New" operator | @Mark Storer [i]Torque uses it's own memory manager. As such, code (like the STL, or your old engin... read more | 09/13/2005 (12:02 am) |
| Environment Maps and Details | Looks like a wrong place to ask this question... Maybe I should move this thread to Engine section..... read more | 08/24/2005 (7:51 am) |
| I place a Shape and see no mesh. Why? | Thanks again, Stephen. Btw, your Connection Sequence Overview is awesome! Love that style.... read more | 08/22/2005 (2:05 pm) |
| I place a Shape and see no mesh. Why? | [i]"Now, in a single player/hosted multiplayer, you will have a "loose" ClientConnection/LocalClient... read more | 08/21/2005 (6:12 am) |
| I place a Shape and see no mesh. Why? | [i]"While it isn't directly on point, here is a good resource that can help to at least get you invo... read more | 08/21/2005 (6:06 am) |
| I place a Shape and see no mesh. Why? | Ah, it's Stephen Zepp! Very nice to talk to you. I've read very many threads from RTS forums, your c... read more | 08/19/2005 (2:58 pm) |
| I place a Shape and see no mesh. Why? | OK, one problem is solved. I couldn't see characters, because they were filtered out by visManager (... read more | 08/19/2005 (2:23 pm) |
| I place a Shape and see no mesh. Why? | OK, one problem is solved. I couldn't see characters, because they were filtered out by visManager (... read more | 08/19/2005 (1:41 pm) |
| Seams are visible | OK, sorry for bothering you. I did search before posting this, but looks like I missed what I need. ... read more | 08/19/2005 (1:34 pm) |
| I place a Shape and see no mesh. Why? | Looks like I'm asking too much... OK, just one question. Why, when I'm trying to create player like ... read more | 08/19/2005 (8:34 am) |
| I place a Shape and see no mesh. Why? | What about creating player (unit), it doesn't report any errors, but there is a different weird thin... read more | 08/19/2005 (3:36 am) |
| I place a Shape and see no mesh. Why? | In regard to Shape creation: Hmm... indeed, there is one error, but it doesn't clearify things for ... read more | 08/19/2005 (3:36 am) |
| Seams are visible | Btw, while we're talking about terrain: is there a way to change texture's scale? When camera is clo... read more | 08/19/2005 (2:29 am) |
| Seams are visible | Great then! Many thanks, John. Nice to know, Ben!... read more | 08/19/2005 (1:33 am) |
| Mount0 node - Weapons looking wrong (1st & 3rd person) | Btw, Glez, looks like we are working on somewhat similar projects. I mean, if your character swings ... read more | 08/14/2005 (7:40 am) |
| Mount0 node - Weapons looking wrong (1st & 3rd person) | Thanks, Gleznov. There were so many links out there that I didn't know which to pick :)... read more | 08/14/2005 (6:54 am) |
| Mount0 node - Weapons looking wrong (1st & 3rd person) | What is that - meleetut.rar? Sounds like something very useful to me. Could you tell me where did y... read more | 08/12/2005 (3:05 pm) |
| Characters are +90* rotated | Thanks again. That really works! The only thing is that everything [b]depends on "bounds" node orien... read more | 08/12/2005 (2:02 pm) |
| Characters are +90* rotated | @Eric Johnson I'm using Max, it uses the same Z axis direction as Torque, as far as I understand.... read more | 08/12/2005 (1:33 am) |
| 2-sided materials problem | Our model incudes several skin meshes (shirt, pants), which, in their turn, [i]use[/i] 2-sided mater... read more | 08/11/2005 (12:51 pm) |
| 2-sided materials problem | Thanks for reply, Magnus. Darn... material on my character's skin is 2 sided. When I turn 2-siden... read more | 08/11/2005 (10:59 am) |