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Daniel Buckmaster's Forum Posts

Thread Post Date Posted
How do I have the rigid shape not get back upright? What do you mean by 'not get back upright'?... read more 07/18/2007 (10:51 pm)
Modernization Kit Beta Thread 2 The problem with DIF is... what if you want destructible buildings? As for the question at hand, ... read more 07/18/2007 (10:45 pm)
RigidShape-derived object Okay, this is solved. In Pickup::onAdd, I commented out the call to addToScene, and everything worke... read more 07/18/2007 (11:20 am)
Script Help - $Reward Can you work with the engine code? If you can, take a look at the [url=http://www.garagegames.com/in... read more 07/16/2007 (11:47 am)
Modernization Kit Beta Thread 2 I'd have to say the second as well - though either would be awesome.... read more 07/13/2007 (11:34 pm)
Modernization Kit Beta Thread 2 Alex, you are a hero. DTS support or not, your buildings are the eighth wonder of the gaming world. ... read more 07/11/2007 (2:22 am)
Exporting LOD for a rigged character Hmm. Thanks for the info. :)... read more 07/10/2007 (11:07 am)
Exporting LOD for a rigged character Huh. Okay, that was stupid. Thanks for pointing out the obvious (not being sarcastic here, even thou... read more 07/10/2007 (8:55 am)
Exporting LOD for a rigged character Thanks for the tip - and yeah, I'm working on a computer that doesn't have the internet - I just nee... read more 07/10/2007 (5:55 am)
TGE Inside? So in short that's a no - straight out of the box, that is. Of course, you can do anything yo like w... read more 07/09/2007 (9:00 am)
MountObject VS MountImage Sorry that wasn't exactly 'soon', but better late than never, right? Be warned, my solution isn't... read more 07/09/2007 (8:50 am)
MountObject VS MountImage I'm trying to do a similar thing here - namely, make Items use a mountPoint. I've had partial succes... read more 07/09/2007 (1:37 am)
TGE Inside? [quote]5. Can I create skeletal animation from script so I can create a dynamic animation using bone... read more 07/09/2007 (1:23 am)
Modernization Kit Beta Thread 2 DTS normal mapping! Bah, I wish. When I get the next version of MK (I stuffed up mine trying to add ... read more 07/09/2007 (1:19 am)
Samurai/Fantasy RGP/MMO Maxwell, that is pure genius :). Combine that with a TES-style system to swing or block differently ... read more 07/09/2007 (12:58 am)
Texture not showing up... Apparently Torque can only do 512 by 512 size textures. Sucks, I know, but that's the way it goes fo... read more 06/23/2007 (2:06 am)
Sci-fi weapons (many images) Sweet jetbike :). It's a pity that they can get so anal about things like that, but I guess all we c... read more 06/23/2007 (1:45 am)
The Hitbox Tutorial I'd really appreciate that - I'll just send player.cc, player.h, shapebase.cc and shapebase.h? I've... read more 06/23/2007 (12:40 am)
Mounting with mountPoint node Not giving up just yet ;). This is a really critical bit of coding for me, because this class is wha... read more 06/22/2007 (9:40 am)
Sci-fi weapons (many images) [quote]You should try normal mapping them once the texturing process is through.[/quote] I would if... read more 06/20/2007 (11:01 pm)
Mounting with mountPoint node Huh. Sounds like there's definately something special in the ShapeImage class. I'll look into it, bu... read more 06/20/2007 (10:52 pm)
Samurai/Fantasy RGP/MMO /Please/ do not make it WoW-style ;). Looks like you're on to something good, but it'll take a good ... read more 06/20/2007 (7:33 am)
Mounting with mountPoint node I've also found some different problem - when the object is mounted, it seems to lag behind the anim... read more 06/20/2007 (7:23 am)
What's the difference between %this and %obj? I don't know the exact terminology, but say you have an Item that uses ItemData for its datablock. W... read more 06/20/2007 (7:21 am)
Starting a new project (script) from scratch Thank you very much, that was it! :) Don't know what on earth I was searching for that this page di... read more 06/18/2007 (1:04 pm)
Starting a new project (script) from scratch Maybe, but a search doesn't come up with the page I saw. It showed how to write a main.cs that creat... read more 06/17/2007 (12:23 pm)
Sprinting - changing $movementSpeed Ah. In that case, carry on. :P... read more 06/16/2007 (8:54 am)
Multiple meshes The problem is, in that case the collision meshes don't change. Could be handy to look at what they ... read more 06/16/2007 (8:53 am)
Sprinting - changing $movementSpeed I would suggest just binding a function to shift, rather than shift w, that increases the movement s... read more 06/16/2007 (12:50 am)
Callbacks and Con::executef Daniel - thanks for the tip! Stephen - I was under the impression that the create method was need... read more 06/16/2007 (12:17 am)
Sci-fi weapons (many images) Thanks for the comments! Texturing on the Lasgun is coming along: [image]http://img261.imageshack.u... read more 06/15/2007 (11:27 pm)
Callbacks and Con::executef [quote]Do realize that you can call a script method from another script method, even if it's on an o... read more 06/15/2007 (11:24 pm)
Callbacks and Con::executef Pickup is a custom class I've written based off Item - sorry, should have made that more explicit. ... read more 06/15/2007 (1:32 pm)
Callbacks and Con::executef Okay, a lot of wierdness is happening. Can anyone show me a way to get this working? I want a conso... read more 06/14/2007 (10:54 am)
Callbacks and Con::executef Hmm, still doesn't work. I'm going to see if I can figure out how to use the debugger and step into ... read more 06/14/2007 (7:23 am)
Possible ledge grabbing solution [quote]I can already tell this will be an incredibly n00bish question, but how do you designate some... read more 06/12/2007 (1:19 pm)
Callbacks and Con::executef Thanks! I'll try that. The function I was using to study Con::executef was onCollision, which is rat... read more 06/12/2007 (1:15 pm)
Possible ledge grabbing solution [quote]1) How do we make a collision class that returns if it's been collided with, but does not act... read more 06/11/2007 (7:20 am)
RPG Map w/Points of Interest Shows up all the tiling textures ;). Seems like a cool resource, though. Gotta have my permissions u... read more 06/08/2007 (7:36 am)
Non-fixed Crosshair? I'm not too hot on how you'd code this, but I've also thought about implementing something similar. ... read more 06/08/2007 (7:34 am)
Disabling collision - so close Okay, I managed a hack. I added a boolean parameter in setCollisionTimeout, basically asking whether... read more 06/04/2007 (10:59 am)
Datablock confusion Does anything show up in the console? And where did you place the code?... read more 06/03/2007 (12:28 pm)
Disabling collision - so close Well, the Pickup, once mounted, still collides with the Player. I'd like for this not to happen. I'm... read more 06/02/2007 (4:47 am)
Question about Torque, and RPG and FPS's When you think about the inherent differences between RPG style and FPS style, you can see there are... read more 06/02/2007 (4:46 am)
Disabling collision - so close Okay, I really don't like to bump. But I really need an answer to this problem. I'd really like to k... read more 06/01/2007 (1:11 pm)
Get texture light? I need a post-it note on my forehead. SEARCH in big letters... Thanks for the link. :) I think I'd... read more 05/28/2007 (10:29 am)
Customizable Characters (DTS) Sounds like a job for... [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid... read more 05/28/2007 (3:38 am)
Disabling collision - so close Yep. I echoed %col.getClassName() and it came up as Player. I'll have a look at the source, but I... read more 05/23/2007 (11:11 am)
Disabling collision - so close Well, I tried what you had above, and it doesn't seem to work. I added a 'Pickup' into the Barebone... read more 05/22/2007 (10:44 am)
Disabling collision - so close Huh, the things you learn! Thanks very much for the help. I'll be back shortly with a progress repor... read more 05/22/2007 (10:16 am)