Steve YorkshireRifles Acaster's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Compiling V1.1A in VS2010b or VS2008 | Actually after saying all of that - I can't get a recompile either. Lot's of unreachable code err... read more | 11/22/2009 (6:57 am) |
| Compiling V1.1A in VS2010b or VS2008 | IE plugin won't compile without the commercial "Pro" version of VS. If you're not using... read more | 11/22/2009 (6:52 am) |
| So what voodoo magic did you do to get the polycount down in AL? | Ooh, that's cool!... read more | 11/21/2009 (7:27 pm) |
| [Bug 1.1 Alpha] Basic Light Problem | DetailNormal mapping? Oh yeah, I see. Re-renders in BL if you take that off. So yeah, that appear... read more | 11/21/2009 (7:20 pm) |
| [Bug 1.1 Alpha] Basic Light Problem | Robo, post your video card details - also, changing to and from BL/AL can sometimes cause [i]issues[... read more | 11/21/2009 (7:22 am) |
| [bug1.1a] Forest Editor Meshes No Save/Reload | That'd be good. :)... read more | 11/21/2009 (3:08 am) |
| NOTICE: New 1.1a installer in 24 hours | That's why it's called [i]alpha[/i] ... @Chris Skybox has been a reported issue since Release on... read more | 11/21/2009 (3:01 am) |
| [bug1.1a] Forest Editor Meshes No Save/Reload | Yeah, those would both be good ideas. I just found that enlargening the brush to slap down whole cop... read more | 11/21/2009 (2:55 am) |
| UnChaos : Texture packing tool | What a fantastic name for a tool!... read more | 11/21/2009 (2:22 am) |
| [alpha 1.1 bug] prefabs is incorrect working | I think the issue here is that the extension has to be typed in when you save otherwise it's just a ... read more | 11/21/2009 (2:04 am) |
| [bug1.1a] Forest Editor Meshes No Save/Reload | Actually is there a way to count how many objects I've put into a forest? Without using the v1.0 Eye... read more | 11/21/2009 (1:24 am) |
| [bug1.1a] Forest Editor Meshes No Save/Reload | That looks like the crux of the issue, James. That exec script wasn't in game.cs in the Full Temp... read more | 11/21/2009 (1:13 am) |
| [very minor issue] on some decals | New Project (full). Transparency gets banding on these decals because of their settings - others ar... read more | 11/20/2009 (7:32 pm) |
| "Brightness" value is not working with the ScatterSky | Doh! I was using skyBrightness and not Brightness. [i]*stares embarrassingly at feet*[/i] Nop... read more | 11/20/2009 (7:07 am) |
| Crash with strafing and firing (decal related) | Also an issue on stock NewProject 1.1alpha.... read more | 11/20/2009 (5:40 am) |
| "Brightness" value is not working with the ScatterSky | Nah, working for me. I'm on a [small]has to check[/small] GTS250. Works fine here. [edit] Disreg... read more | 11/20/2009 (5:31 am) |
| Enjoy 1.1 =) | Crikey! Manoel's right! SSAO works as you'd want without murdering framerate!... read more | 11/20/2009 (2:42 am) |
| Long Running Whinge = Console + Tidle + Non US Keyboard | Thoughts ... I'm not actually sure how it works. keybind says "tilde", tidlekey ~ isn't t... read more | 11/20/2009 (2:10 am) |
| Enjoy 1.1 =) | Thank you, Mr.Perry, sir.... read more | 11/20/2009 (2:04 am) |
| Crash with strafing and firing (decal related) | Yeah, this seems to be a "stock" New Project issue. I've rigged my custom project with bul... read more | 11/20/2009 (12:46 am) |
| Crash with strafing and firing (decal related) | Build a debug, run it from the Compiler, and post the trace when it crashes. I've got (custom) we... read more | 11/20/2009 (12:03 am) |
| Torque 3D 1.0.1 Bug: TSShapeConstructor sequence load bug & fix | Yay, fixed and working backslahes! Normally I slap code changes in immediately (a la now) but I'v... read more | 11/19/2009 (9:17 pm) |
| Torque 3D 1.0.1 Bug: TSShapeConstructor sequence load bug & fix | Ah ... I was just about to say ... issues and crash. Backslash munching pages eh...... read more | 11/19/2009 (9:06 pm) |
| Torque 3D 1.0.1 Bug: TSShapeConstructor sequence load bug & fix | Lol, I was about to say [i]what change?[/i]. Got it. :)... read more | 11/19/2009 (8:40 pm) |
| Blender COLLADA -> T3D skinning | Just to pipe in, I can't get any *.dae to import into Blender, so yep, I guess importer based issue.... read more | 11/19/2009 (8:34 pm) |
| EWCreatorWindow::getCreateObjectPosition() not doing it's job | So ... object editor -> object -> drop location is overriding your changes then? Of course ... read more | 11/19/2009 (7:20 pm) |
| Has anyone implemented melee? | @Pat I was thinking of ways to do FPS melee and figured that a raycast forwards 2 metres/units (pro... read more | 11/19/2009 (7:14 pm) |
| Adding another weapon | When loading screen freezes, drop down console and it will tell you why. Check out all the files ... read more | 11/19/2009 (4:02 am) |
| Thinking of purchasing T3D | [small]Game development college that doesn't cover modeling or programming?[/small] 1. There are ... read more | 11/19/2009 (3:42 am) |
| AI round-table of a sort | [quote]I never did play that demo you released, but I suspect it might have moved on since then.[/qu... read more | 11/19/2009 (2:41 am) |
| T3D - Ambient Sounds | ???? It's not going to write anything to any file - except .mis to save the location of the emitter... read more | 11/18/2009 (11:27 pm) |
| T3D - Ambient Sounds | /game/art/sounds ----> where the sound file goes It doesn't really matter where the sound file... read more | 11/18/2009 (7:17 pm) |
| Player thinks he is in a Water block when he is not | Guys, have we modded our player.cs to look like: [code] ... { "prone_back" },//yor... read more | 11/18/2009 (7:16 am) |
| T3D - Ambient Sounds | Doesn't mono get really loud with 2D? I think that's why I stopped using it for 2D, it makes all the... read more | 11/18/2009 (7:14 am) |
| Triggers | onStartMission won't work from a trigger - surely it's a game connection function and needs to be us... read more | 11/18/2009 (6:37 am) |
| T3D - Ambient Sounds | It's a "2D" sound -> must be stereo. You could play it via a script ... or you can stic... read more | 11/18/2009 (6:19 am) |
| Player thinks he is in a Water block when he is not | Did you export with a really big bounding box - or in fact have your bounding box settings in player... read more | 11/18/2009 (5:02 am) |
| AI round-table of a sort | 1. The problem with the concept of "realism" in AI is that it's very expensive - in ever... read more | 11/18/2009 (3:01 am) |
| Triggers | For code tags -> click the [url=www.garagegames.com/support/markuplite]markuplute[/url] link. ... read more | 11/18/2009 (1:13 am) |
| Triggers | Doing this from memory... [code] function Collins_One::onEnterTrigger(%this,%trigger,%obj) { ... read more | 11/17/2009 (4:11 am) |
| Pathfinding in Torque3d | [quote] So I wonder how much reliable is that, will I hit some inevitable blocks by using it?[/quot... read more | 11/17/2009 (3:58 am) |
| Blender COLLADA -> T3D skinning | No idea what has happened there, but try the hierarchy I've posted and see if it makes any differenc... read more | 11/17/2009 (3:41 am) |
| Pathfinding in Torque3d | The "stock" bot movement is based off the "path" object and it's "path mark... read more | 11/17/2009 (3:09 am) |
| Blender COLLADA -> T3D skinning | I've not tried getting armatured meshes in via Collada ... but if you haven't already checked out th... read more | 11/17/2009 (12:52 am) |
| What is the best way to add a non-animated player? | Apparently it (singleton) can re/write on the fly ... or something, something which datablock can't.... read more | 11/16/2009 (6:58 am) |
| What is the best way to add a non-animated player? | Select an orc in the editor, boot up Matieral Editor, select texture from the drop down list to see ... read more | 11/16/2009 (2:38 am) |
| Testing if a position is inside a box / trigger | Why not just temp spawn a marker at that position and check if the marker is inside the trigger usin... read more | 11/15/2009 (9:30 pm) |
| land animation not working | @Picasso Well done. That seems like a good fix. [i][small]*koff* guys ... trunk[/small][/i]... read more | 11/15/2009 (5:37 am) |
| Decals not working on objects in T3D | I "think" that decals render on collision meshes. No collision = no decal.... read more | 11/15/2009 (4:29 am) |
| Such a tease | @David That's a lot more user friendly than editing all the exported meshes collision setting in th... read more | 11/14/2009 (3:49 am) |