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Max Robinson's Forum Posts

Thread Post Date Posted
A* and atlas2 Kirk I've done a similar thing to what you are talking about but I did it with Interiors. What I fou... read more 05/14/2007 (9:35 pm)
Joystick Are you sure the joystick is even activated? I think by default in TGE/TSE it is often not. To make... read more 10/14/2006 (1:55 pm)
How would you implement a bow? I think it would be much easier to have the bow be a single model and do the following: - Make a ... read more 08/25/2006 (5:19 pm)
SetBitmapModulation not working in TSE I'm not entirely sure how and where you are using the bitmap modulation color, but for me it works (... read more 08/25/2006 (5:05 pm)
Trying to generate a terrain chunk If it is atlas then chances are you don't have the atlas shader being loaded.... read more 08/21/2006 (8:16 am)
Particle engine changes, thoughts on usefulness I'll post this as a resource then. Edit: I totally forgot the best feature I added. I also add... read more 08/20/2006 (12:32 pm)
Particle engine changes, thoughts on usefulness I always love to show stuff off :) Here's a vid of 3 explosions. First is a vehicle explosion, it... read more 08/19/2006 (8:49 pm)
Shaders, Showtool, dreams.... [hijack]Oh, and let you code completely new shaders for CustomMaterial and recompile & view them whi... read more 08/19/2006 (10:49 am)
Player::initPersistFields() in TSE I wouldn't sweat it. The initPersistFields method comes from wayyyy up the heirarchy tree. Essential... read more 08/18/2006 (5:28 pm)
Help w/ AutoRun Toggle A really cheesy way to add autorun is to just make an input function exactly like moveForward except... read more 08/13/2006 (10:15 am)
Particle Emitter Trail I think you have the right idea. I also did a similar thing in TGE but havn't ported it to TSE. Y... read more 08/09/2006 (10:25 am)
Strange Material Conflict Putting the squiggly brackets at the end of a line looks messy. The coding gods punish you. ... read more 08/08/2006 (10:35 pm)
UnProject behind viewpoint Phil, this is for a flight sim? It makes it a lot harder because of roll. I thought about this ex... read more 08/02/2006 (8:26 pm)
Anyone else have these odd issues? Works great Brian. Another bug bites the dust!... read more 07/19/2006 (2:51 pm)
CastRay using a cone-shape? Actually I forgot one step I usually take is to narrow down my potential search list by using the co... read more 07/15/2006 (6:41 pm)
CastRay using a cone-shape? Is iterating through the object list really too heavy? I've used that (basically just a dot produ... read more 07/15/2006 (11:59 am)
Anyone else have these odd issues? Actually reproducing the bug wasn't the hard part, I can see where journals could be useful, but in ... read more 07/14/2006 (9:59 am)
Anyone else have these odd issues? C2, I hijack your thread and then proceed to not read it, muwahahah. Er, sorry :) Whether our iss... read more 07/13/2006 (8:17 pm)
Anyone else have these odd issues? (I'm writing this late and I closed my debugger window, so it might be hard to follow.... but I've n... read more 07/10/2006 (10:45 pm)
Anyone else have these odd issues? Is there any relationship to how many trees you are looking at and how fast it crashes? Based on ... read more 07/10/2006 (11:59 am)
Anyone else have these odd issues? I tested using SpaceOrc and a pretty decent number of projectiles and it won't crash. So it seems th... read more 07/09/2006 (6:02 pm)
Anyone else have these odd issues? Do your projectiles have particles? I just started getting this problem! They used to not crash, but... read more 07/09/2006 (4:44 pm)
Anyone else have these odd issues? Its something that good debuggers show you when you break excecution either by reaching a breakpoint... read more 07/04/2006 (9:13 am)
Anyone else have these odd issues? Well its an out of range primitive index, so it's something in some rendering code somewhere. There'... read more 07/03/2006 (9:07 pm)
Anyone else have these odd issues? Well he said either, and I know there's an issue with the world editor doing that. When I open th... read more 07/02/2006 (7:42 pm)
Major bug in latest TSE Yeah now I feel like a noob. I must be really out of practice or something :D Basically It's just... read more 07/02/2006 (7:18 pm)
Anyone else have these odd issues? #5: What is the editor draw distance set at for you? If you go to edit -> world editor settings ... read more 07/02/2006 (6:47 pm)
Major bug in latest TSE Go test it, if you can. I just got the latest! TSE source and it has it, and I tried the TGE 1.4 I h... read more 07/02/2006 (6:17 pm)
TSE "Milestone 3.5" Update Actually now I'm really confused because that bug is in TGE 1.4 Is it not a bug? It's ruining my ... read more 07/02/2006 (6:06 pm)
TSE "Milestone 3.5" Update I just downloaded the latest and it compiled great (VS2003), but I found a pretty strange bug you ma... read more 07/02/2006 (5:56 pm)
Rigid class I don't think you can use the Rigid class in scripts. It's sort of a component class used by the ... read more 06/30/2006 (1:19 pm)
Can we compile TSE without shaders? Atlas uses a vertex shader for some simple vertex interpolation and coordinate mapping (fog & textur... read more 06/10/2006 (11:00 pm)
TranslucentZWrite issue Yeah I have to confirm C2 here. I've seen it with bullet tracers and muzzle flashes on DTS objects.... read more 05/22/2006 (10:01 pm)
PlayerModel.setModel is bugged/doesnt work I assume that's because of how it loads the shape resources Haider. Can't you just re-load the sh... read more 05/21/2006 (10:24 pm)
Weapon ammo Mounted images don't actually care about thier "ammo" item, they care about thier ammo state. Basica... read more 05/21/2006 (10:18 pm)
Performance issue It sounds like an Atlas problem to me. I don't have the problem, so I can't really try fixing it, bu... read more 05/04/2006 (11:27 am)
Performance issue The query box is scaled by the velocity as well as the bounds box, so the model doesn't matter insom... read more 04/30/2006 (12:10 pm)
Performance issue Is mWorkingQueryBox a normal size? Your problem sounds very strange - Manoel's suggestion to do m... read more 04/29/2006 (1:51 pm)
Sun/fxsunlight Yeah, Melv designed the fxSunLight with the intent of allowing it to animate. Probably 3/4 or more o... read more 04/23/2006 (7:56 pm)
Sun/fxsunlight Good! I'm glad there aren't any problems with it. I rehabilitated it for TSE, so it pleases me great... read more 04/22/2006 (2:43 pm)
Sun/fxsunlight You've got Enable = "0"; Does it not work when Enable is set to true?... read more 04/21/2006 (6:13 pm)
What's a good IDE to use for TorqueScript? This is probably just a quirk on my part, so if you like either of those editors you can just ignore... read more 04/20/2006 (9:33 pm)
Sun/fxsunlight Care to copy your sun/fxSunlight object's settings from the .mis in here?... read more 04/20/2006 (3:04 pm)
April DX9 SDK - get it Yeah I think Dave is imagining things :) Oblivion has yet to be patched, too! Oblivion is all ove... read more 04/20/2006 (3:02 pm)
April DX9 SDK - get it Yeah I think Dave is imagining things :) Oblivion has yet to be patched, too! Oblivion is all ove... read more 04/20/2006 (3:00 pm)
Lightning in TSE Kinda-sorta related. I happened across these recently: [url]http://video.google.com/videoplay?doc... read more 03/11/2006 (10:20 am)
PlayerModel.setModel is bugged/doesnt work Have you tried running in debug mode and seeing what crashed it? If you have or plan to do so - w... read more 03/04/2006 (7:25 pm)
Lightning in TSE The actual lightning paths don't need shaders, you just need to make them color/alpha fade right. I ... read more 02/27/2006 (9:50 am)
UAV Camera Mounting Zoom is easy. There is a script-accessible function "setFov();" that will let you zoom in/out... read more 01/26/2006 (5:12 pm)
UAV Camera Mounting Hmm. Are you sure you're exporting the eye node? I don't think it normally gets exported unless you ... read more 01/25/2006 (7:45 pm)
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