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Jay Verba's Forum Posts

Thread Post Date Posted
Problem with mounting Weapon Do you use Showtool pro to test your mounted object? Is that where it does not show up? Double ch... read more 03/22/2010 (9:53 am)
dts converter troubles If I'm right, you may have to find a version of the maya2dtsExporter compiled exactly for maya 2009.... read more 03/22/2010 (9:47 am)
dts exporter crashing and my model is only 7K what is multi/sub? is that a Max thing?... read more 03/22/2010 (9:41 am)
Synapse Gaming Lighting Pack There's the light editor in the world editor. (I think you hit f12 to get to it.) It's a little conf... read more 03/22/2010 (9:37 am)
Environmental Mapping in TGE Try this: I use Maya and this is how I get it to work, so hopefully there's some kind of equivale... read more 03/22/2010 (9:11 am)
GlowBuffer and Blur shader rocks! All the links are broken...... read more 03/19/2010 (8:39 am)
Green Ear down? Ok, I got the email finally, but ... the new password doesn't work. ha! ... read more 11/19/2009 (4:22 pm)
Green Ear down? I tried to use that feature to get my password and I don't know where the email went to. Certainly ... read more 11/19/2009 (3:58 pm)
Green Ear down? I tried to email you, but I got this bounceback: Your message did not reach some or all of the in... read more 10/02/2009 (11:03 am)
Green Ear down? Thanks for the response.... read more 10/02/2009 (10:16 am)
Green Ear down? Still can't log in this morning? Unbelievable. ... read more 10/02/2009 (9:53 am)
afxMagicMissile in TGEA 1.8.1 Someday for sure, but I haven't really run into many situations where a magic spell vs an effectron ... read more 08/03/2009 (6:42 am)
afxMagicMissile in TGEA 1.8.1 Would using an effectron with a magic missile be the reason for my weird undefined type error? An... read more 08/03/2009 (6:02 am)
afxMagicMissile in TGEA 1.8.1 More info: is seems like this line in afxEffectWrapper.cpp afxEffectAdapterDesc::identifyEffect(): ... read more 08/03/2009 (6:01 am)
afxMagicMissile in TGEA 1.8.1 Can I use a Magic Missile in an effectron or only in a magic spell?... read more 08/03/2009 (5:45 am)
afxMagicMissile in TGEA 1.8.1 More info: with the code left stock, (if(missile_shapeName) -> error) I can't get it to accept a... read more 07/31/2009 (12:16 pm)
afxMagicMissile in TGEA 1.8.1 Here is what magic missile is currently doing on preload: [code] #if (TORQUE_GAME_ENGINE >= 1... read more 07/31/2009 (12:10 pm)
Scaling Question? I concur Jeff. I actually went ahead and whipped up a new XFM I called "distanceConform".... read more 07/31/2009 (8:21 am)
How to play animations properly For future readers of this thread, I think it should be noted that it is not a universal truth that ... read more 07/30/2009 (6:02 am)
Green Ear Website Down? Yes, everything has returned to normalcy.... read more 07/13/2009 (8:02 am)
Green Ear Website Down? So, now I think pretty much everything is down. Everything ok over there Green Ear? I'm starting t... read more 07/13/2009 (6:55 am)
Just joined the Green Ear team. Here to help Will imVox users be able to connect to the same servers that my players are connecting to via my gam... read more 07/09/2009 (5:47 am)
Error, a DecalManager (xxxxxxx) isn't properly out of the bins I have seen this error when I have an syntax error or bug in python that gets brought in via pyTorqu... read more 06/15/2009 (6:09 am)
Effect in a radius around a player Triggers worked. I just had to use the "centered" polyhedron found on the forums and ever... read more 06/08/2009 (12:52 pm)
Effect in a radius around a player Nevermind again, this approach will not work as it is not a continuous effect ( effectron ) but rath... read more 06/08/2009 (11:33 am)
Effect in a radius around a player Nevermind, I think an afxDamageEffect will work via utilizing the onDamage() w/ a radius weee!... read more 06/08/2009 (11:25 am)
PostFXManager nevermind! found it! it's in postEffectsManager.h in a #define near the bottom of the file... read more 05/13/2009 (8:54 am)
Issues w/ 1.8 Ok, I fixed this on my end. It was a simple silly mistake. I had a configuration that was pointing... read more 02/18/2009 (11:00 am)
Issues w/ 1.8 I thought this was related to the define TORQUE_NO_DSO_GENERATION being active, but total engine reb... read more 02/18/2009 (8:12 am)
Issues w/ 1.8 If those functions are working, I wonder what changed to munge up the process. ... read more 02/17/2009 (11:12 am)
PIX and 1.8 FYI It worked fine on XP.... read more 02/12/2009 (1:25 pm)
PIX and 1.8 It might be a windows 7 + dx11 issue, I'll reboot into XP and post back. Other than that window... read more 02/10/2009 (9:49 pm)
AFX for TGE (all ver) bug: Orbit mode + Selection (dedicated) I don't think that thread resolves the orbit camera issues described above. This is especially inte... read more 01/07/2009 (5:27 am)
Terrain Spell Target You can't accomplish this without changing the source code, or doing raycasts via script.... read more 12/23/2008 (7:40 am)
Isometric 3rd Person Starter Kit Is this click to move? Basically, what do you mean by "Camera System"?... read more 12/15/2008 (5:39 am)
The RPG Question Mark #1. should be pretty straight forward. Use a selectron with an AFXmodel (billboard) and constrain t... read more 12/15/2008 (5:36 am)
Feature Suggestion: notifyCastBar field in afxMagicSpellData Good stuff Jeff... read more 12/12/2008 (6:02 am)
AFX for TGEA 1.8?? Thanks for the update.... read more 12/12/2008 (6:00 am)
Just a simple question about selection Expanding the scheme shouldn't be that challenging. One could do a simple check right before the hi... read more 12/11/2008 (5:22 am)
TGEA 1.8 beta[Matt, must be careful code quality I would like to add that getting TGEA 1.7 to run in a browser (via plugin / dll) has been a huge bea... read more 12/08/2008 (12:22 pm)
Terrain Spell Target To do a ground-target like World of Warcraft look up a previous post of mine. To do this correctly ... read more 11/25/2008 (6:21 am)
Datablock creation after mission load So, reading into what you said a bit... Sounds like I need to create on the server side, then use... read more 11/20/2008 (11:52 am)
TGEA 1.7.1 Browser Plugin I have no problems with any input, besides the windows X button in the title bar. Torque input hand... read more 11/18/2008 (5:50 am)
Shadows Broken in 1.7.1? I assume you are deleting prefs / dso's each time you change your defaults.cs file? Also, make cert... read more 11/14/2008 (9:41 am)
TGEA 1.7.1 Browser Plugin IE 6 and 7 atm. This is a very important feature for this project so I am going to explain a litt... read more 11/14/2008 (9:36 am)
AFX for TGEA 1.8?? Hopefully it's the "newer" macbook (assuming you didn't get the pro) because the old plastic ones in... read more 11/14/2008 (8:04 am)
TGEA 1.7.1 Browser Plugin Internet Explorer. I have the game in the above state in both Firefox and IE. But we are concentra... read more 11/14/2008 (4:50 am)
TGEA 1.7.1 and DirectX Nov. 2008 - broken Sounds like you might have inadvertently turned on the interior debug rendering mode... is everythin... read more 11/13/2008 (3:44 pm)
TGEA 1.7.1 Browser Plugin Has anyone that's implemented this had problems navigating away from the page the engine is running ... read more 11/13/2008 (3:38 pm)
TGEA 1.7.0 Beta 2 Bug - T3D Demo - Select Model I have the above code in place, but my guiObjectViewer still gets very upset when DRL is turned on. ... read more 10/30/2008 (5:52 am)
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