James Urquhart's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Attn: Suggestions for Blender Exporter Version 1.0 | Great suggestions guy's! I'm going to wait for the Blender 2.5 release before making any further ... read more | 09/05/2009 (7:10 pm) |
| iTGB 1.3 Planning | Any chance you guy's are going to implement palette texture support? Seemed a bit odd when looki... read more | 08/24/2009 (8:56 pm) |
| ... | Congratulations Joseph! As ever, it is a pleasure to see you still working on the exporter. Even mor... read more | 08/17/2007 (7:48 am) |
| ... | @Joseph [quote] I have no idea offhand how to solve the naming problem without introducing a namin... read more | 02/13/2007 (9:14 pm) |
| ... | Note that when creating a new scene, the user is presented with several options: - Empty (obvious... read more | 02/13/2007 (1:02 pm) |
| ... | Now, regarding [b]1. Better material support[/b], or more specifically, the animation side and beyon... read more | 02/10/2007 (5:21 pm) |
| ... | Interesting ideas. However using a drop-down list for the active panel seems a bit backwards - in a ... read more | 02/10/2007 (4:45 pm) |
| Infinite Loop? | Stepping through the code with a debugger would pretty much reveal the problem in a matter of moment... read more | 01/15/2007 (2:08 pm) |
| NOD to .DTS (Quick Responses) | I would suggest checking to see if your model is textured and animated in milkshape before trying to... read more | 01/10/2007 (4:42 pm) |
| NOD to .DTS (Quick Responses) | Hi there, 1) No idea. It all depends on what or even how you are converting the ".nod" to a dts. ... read more | 01/10/2007 (4:05 pm) |
| U8 / char consistancy. | U8 == unsigned char S8 == signed char char == signed char You should find that types such as ch... read more | 12/31/2006 (3:18 pm) |
| ... | Nice work, Joseph. Regarding triangle strips, i seem to recall reading in some article somewhere ... read more | 12/16/2006 (9:17 pm) |
| AudioStreamSource alxStop Bug Fix | I remember looking at that code a while back, and it looked like spaghetti. I would suggest that yo... read more | 12/15/2006 (6:08 pm) |
| New Map Exporter | Vincent, There is a nice overview of the map format at [url]http://collective.valve-erc.com/index... read more | 12/06/2006 (3:50 pm) |
| Big Shapes DTS Exporter BugFix | Hey vincent, Interesting workaround. Checkpoints are indeed unsigned, and i thought that they wra... read more | 12/06/2006 (3:35 pm) |
| New Map Exporter | Looks good, Vincent. Blender has been lacking a decent .map exporter for... well, forever :) On a... read more | 12/04/2006 (1:15 pm) |
| ... | Great work, Joseph! Its nice to see people still working on the exporter and keeping up with blen... read more | 12/04/2006 (1:04 pm) |
| Does torque support gif format | Looks like the gif support is in TSE, i have no idea what your problem is. Perhaps you are mixing up... read more | 11/27/2006 (9:25 am) |
| Audio volume level | Cary, The call is like that since torque assumes all the volume values are linear. OpenAL only ac... read more | 11/22/2006 (2:15 pm) |
| Hit a dummy node limit on DTS shapes. | TerroX, I wouldn't be surprised if there was some sort of limit to the amount of nodes that can b... read more | 11/21/2006 (10:47 am) |
| Audio volume level | Andrea, Assuming you are using Torque, there are are a few things you should consider : 1) The... read more | 11/14/2006 (12:54 pm) |
| Blender DTS problem | Frank & Graeme, The "Material Script" option is used to generate a rudimentary script which defin... read more | 11/11/2006 (2:24 pm) |
| Export Poly Limit? | Keep in mind that there is a limit in the DTS format as to how many vertices can be referenced in a ... read more | 11/04/2006 (12:27 pm) |
| Building a Torque Dream Machine... | Torque Dream Machine? You should be thinking Realistic Consumer Machine. Developing your game on ... read more | 10/30/2006 (4:56 pm) |
| Package all my client resource? | Prodigy, Plonking your assets in a zip will work fine. In fact, its a good idea, considering you ... read more | 10/16/2006 (10:33 am) |
| How to get the vector of the direction player is looking at? | Ali, Assuming you are using script, the best way would be to use | 10/16/2006 (10:20 am) |
| Ideas for TGE 1.5 taglines | "Shoot Kork. Make Game."... read more | 10/11/2006 (7:10 pm) |
| Help needed: I'm searching for an old engine | Beserk, You could try out [url=http://catmother.sf.net]this[/url] engine. Its got a pretty libera... read more | 10/11/2006 (10:57 am) |
| Community car project? | Great work, nigel. I myself made a car a while back - though it was just a cube with the buggy wheel... read more | 10/07/2006 (7:45 pm) |
| Help with exporting submesh... | Andrew, Multiple meshes can easily be used. In the case of your humanoid with clothing, you'd att... read more | 10/07/2006 (7:42 pm) |
| Does torque support gif format | Roshan, I seem to recall seeing gif handling code in there, so i'd say yes. Of course, if for wh... read more | 10/07/2006 (8:42 am) |
| Preload failed for potatodts | John, Looks like you are referring to "potatodts" instead of "potato[b].[/b]dts" in the script "f... read more | 10/02/2006 (12:40 pm) |
| Memory usage in TSE | @Ben: That is a good point - however, the profiler path has a tendancy of being very vague :)... read more | 09/30/2006 (11:04 pm) |
| Memory usage in TSE | Brian, No problem. Just thought i'd hop to and nail these problems down ;) Regarding the last ... read more | 09/30/2006 (8:38 pm) |
| Memory usage in TSE | @John, I decided to go along with your suggestion and see if any object's were being kept around ... read more | 09/30/2006 (1:42 pm) |
| How to use debug mode with torque script ? | [url]http://www.garagegames.com/mg/snapshot/view.php?qid=691[/url]... read more | 09/30/2006 (11:47 am) |
| Memory usage in TSE | @John: Not yet, i will have to check that. It seems most of the additional memory allocations (i... read more | 09/30/2006 (11:13 am) |
| Memory usage in TSE | More on my previous point : 7) It seems that memory is left over by the shader generator when gener... read more | 09/30/2006 (10:16 am) |
| Memory usage in TSE | Some more points of interest: 5) I noticed some paths seemed to be sticking around after the mi... read more | 09/29/2006 (8:12 pm) |
| Memory usage in TSE | Since i noticed that memory usage increased each time i entered the demo mission, i devised a quick ... read more | 09/29/2006 (2:36 pm) |
| MS4 Issues - Atlas2, commandToClient, dialog rendering crash | @Jonathan: 120mb system ram - no shared video ram or anything crazy like that.... read more | 09/28/2006 (6:22 pm) |
| Spores" Like editor | I thought this was a nice proof-of-concept modeling tool. Pretty nifty too: [url]http://www-ui.is.s... read more | 09/28/2006 (3:07 pm) |
| MS4 Issues - Atlas2, commandToClient, dialog rendering crash | Better add one onto here: 4) Memory usage - for some reason TSE likes to consume ~120mb of memory... read more | 09/28/2006 (3:05 pm) |
| GuiTheoraCtrl in TSE | [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9958[/url]... read more | 09/19/2006 (2:42 pm) |
| Playing already buffered sound | Jan, Personally i would recommend looking at the OggMixedStreamSource class. You can easily queue... read more | 09/19/2006 (2:34 pm) |
| Cataloging Tree Hierarcy | Hey there, The first thing that comes to mind (assuming you are implementing a c++ solution) is t... read more | 09/18/2006 (5:30 pm) |
| AlxStop doesn't work? | Mike, You need to obtain the handle for your sound from alxPlay. You can then use this handle to ... read more | 09/17/2006 (8:24 pm) |
| Problems with long thin polys in DIFs | I would suggest replacing your long thin poly's with DTS shapes, leaving the big chunky geometry for... read more | 09/16/2006 (9:09 am) |
| Vista | Tried vista out today. Looked funky, but i soon realised that even after installing some snazzy ati ... read more | 09/15/2006 (7:04 pm) |
| Problem with alxCreateSource, alxPlay combination | Seung, If you want to specify a location for alxCreateSource, you need to specify the x,y,z each ... read more | 09/14/2006 (3:21 pm) |