Eric Thomas Patton's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Quick question on Portals | Ahh I think I see then. So in my case, since i just had zones in rooms and a portal in the door but ... read more | 04/18/2010 (8:14 am) |
| procedures for obtaining educational license? | what is your new e-mail Jeff? i tried both the one you gave here and then jefft@torquepowered.com ju... read more | 01/27/2010 (4:01 pm) |
| Collada export from within the world editor | yup that's what it was. i tried the same thing in 1.01 and it worked fine. is there a fix for 1.1 cu... read more | 01/12/2010 (11:30 pm) |
| Collada export from within the world editor | ahh it's probably because i'm not using the export interiors to collada option that it isn't keeping... read more | 01/12/2010 (11:18 pm) |
| Collada export from within the world editor | did you have to re texture them or is there a way to keep any work we've done with that? i attempted... read more | 01/12/2010 (9:41 pm) |
| Art Pack PreSale Questionair | I'm really looking forward to seeing it! I loved all of your resources and can't wait to see what yo... read more | 01/01/2010 (1:37 pm) |
| Art Pack PreSale Questionair | 1. Personally, I'd rather Collada. Most character model packs I've seen sold on TurboSquid will have... read more | 01/01/2010 (12:51 pm) |
| Any good books for torque3d | I read months ago that Kenneth Finney was going to be making a T3D book like his other ones, but I'm... read more | 12/25/2009 (1:28 pm) |
| Swimming in tgea1.7.1 | i'm not sure if the files are supposed to still be there, but i'm not seeing any files there when i ... read more | 11/12/2009 (12:14 pm) |
| Bump Mapping | hmm when i try to use normalMap to define the normal, it replaces the texture with a solid white tex... read more | 11/06/2009 (11:25 pm) |
| TGEA gui editor is freaking out | after going through each file i have ever modified on this project, i finally found out what file wa... read more | 10/16/2009 (11:08 pm) |
| TGEA gui editor is freaking out | i've been playing around with it trying to figure things out and i have noticed that the only guis t... read more | 10/16/2009 (5:23 pm) |
| TGEA gui editor is freaking out | i tried replacing my tools folder with one from a fresh project to see if somehow the gui tools got ... read more | 10/16/2009 (12:17 pm) |
| Having a bit of trouble with custom main menu | thanks :) i figure everyone's attention is on T3D at the moment haha... read more | 10/13/2009 (9:57 am) |
| Having a bit of trouble with custom main menu | bleh lol i'm dumb, i figured it out once i double checked the pathCamera.cpp and found the pushBack ... read more | 10/12/2009 (11:04 pm) |
| Having a bit of trouble with custom main menu | ok, i figured out turning the camera is ridiculously easy. you just edit the nodes in the mission ed... read more | 10/12/2009 (8:53 pm) |
| changing spawnpoints depending on where you entered from | ok i finally got it to work, though in a roundabout way. in game.cs i changed the pickspawnpoint(... read more | 09/17/2009 (1:54 pm) |
| Mission Changing code in Trigger - difficult? | >Chris.Ratliff: it might help if i told you the scenario behind why i'm implementing this. ba... read more | 09/11/2009 (12:06 pm) |
| Mission Changing code in Trigger - difficult? | i added in another echo in the default pickSpawnPoint and it is indeed going through that one after ... read more | 09/10/2009 (4:59 pm) |
| Mission Changing code in Trigger - difficult? | i cannot for the life of me figure out why i can't get this to work. I am attempting to get it to wo... read more | 09/10/2009 (4:52 pm) |
| changing spawnpoints depending on where you entered from | and here are my two spawnsphere parts for my mission files: [code] first new SimGroup(PlayerD... read more | 09/07/2009 (6:03 pm) |
| changing spawnpoints depending on where you entered from | i implemented it, but it's still randomly placing me in spawnspheres. i'll include my relevant code,... read more | 09/07/2009 (6:02 pm) |
| changing spawnpoints depending on where you entered from | ahh lol well this makes me feel less stupid :) was wracking my brain trying to figure out why the mi... read more | 09/07/2009 (2:02 am) |
| changing spawnpoints depending on where you entered from | yeah i just can't seem to figure it out. i know now i have to declare the spawnPoint in the trigger ... read more | 09/07/2009 (12:37 am) |
| changing spawnpoints depending on where you entered from | after going back over it, i now am pretty sure i was supposed to put the spawnPoint name in the actu... read more | 09/06/2009 (9:21 pm) |
| changing spawnpoints depending on where you entered from | [code] function ChangeLevelTrigger::onEnterTrigger(%this, %trigger, %obj) { %client = %o... read more | 09/06/2009 (8:40 pm) |
| changing spawnpoints depending on where you entered from | for this part: " To make use of this simply add this field to your trigger object and give i... read more | 09/06/2009 (7:30 pm) |
| only parts of 3d model visible after export | gotcha, thank you so much!... read more | 07/23/2009 (9:17 am) |
| only parts of 3d model visible after export | ahh i see, thank you for investigating this for me :) i've never dealt with vertex weights, howev... read more | 07/22/2009 (11:20 pm) |
| only parts of 3d model visible after export | i've just tried updating ms3d and the exporter and still nada. i even tried taking a model that cam... read more | 07/22/2009 (1:54 pm) |
| only parts of 3d model visible after export | ok, i did some testing with a single cylinder to see what exactly is going on with my model. i tried... read more | 07/22/2009 (11:55 am) |
| only parts of 3d model visible after export | hmm now that all the parts are showing up, the animations in torque showtool are only showing certai... read more | 07/21/2009 (9:29 pm) |
| only parts of 3d model visible after export | ahh it was a LOD problem, 4 parts were numbered at the end and it apparently messed up the rest of i... read more | 07/21/2009 (9:03 pm) |
| yack pack issues | well, the demo never worked again lol, i think something got corrupted in it. i just went ahead and ... read more | 06/23/2009 (12:05 am) |
| yack pack issues | i tried removing the 2 files from the project just in case they were the cause, but it still gave th... read more | 06/20/2009 (10:02 pm) |
| yack pack issues | still having the error :( i even cleaned the solution and built, then cleaned again and rebuilt a... read more | 06/20/2009 (9:39 pm) |
| yack pack issues | i may have figured it out. i included the dialogmemory.cpp and .h to my main project, but hadn't inc... read more | 06/20/2009 (9:12 pm) |
| yack pack issues | the parts that make me wonder what is going on are: scriptsAndAssets/server/scripts/game.cs (328)... read more | 06/17/2009 (1:06 pm) |
| Atlas functions not found (1.8.1) | ahhh thanks bill!... read more | 06/12/2009 (8:20 am) |
| Atlas functions not found (1.8.1) | haha yeah i'm just going to give it a break for tonight and try a bunch of stuff tomorrow like makin... read more | 06/11/2009 (10:10 pm) |
| Atlas functions not found (1.8.1) | yeah i kind of figured the whole point of atlas was to do the terrain in another program and not hav... read more | 06/11/2009 (9:18 pm) |
| Atlas functions not found (1.8.1) | thanks so much! it did use my atlas terrain, but for some reason it didn't apply the texture to it. ... read more | 06/11/2009 (8:25 pm) |
| Atlas functions not found (1.8.1) | hmm my project doesn't contain any other .atlas files than the one i have made. my .mis file doesn't... read more | 06/11/2009 (7:55 pm) |
| Atlas functions not found (1.8.1) | i'm not sure if it was rebuilding the entire engine or removing the #ifdef, but it is 'working' now.... read more | 06/11/2009 (7:17 pm) |
| Atlas functions not found (1.8.1) | i'm going to attempt to rebuild all just in case and try it again, this is so strange... read more | 06/11/2009 (6:51 pm) |
| Atlas functions not found (1.8.1) | Rene: maybe that is the problem, i'm not sure how to relink and have honestly not even heard of it ... read more | 06/11/2009 (6:46 pm) |
| Atlas functions not found (1.8.1) | [quote] I think Rene Damm may be right. Open the project properties editor and see if TORQUE_ATLAS ... read more | 06/11/2009 (6:29 pm) |
| Atlas functions not found (1.8.1) | [quote] Make sure TORQUE_ATLAS is defined, recompile gameFunctions.cpp, and link. [/quote] i did ... read more | 06/11/2009 (6:27 pm) |
| Atlas functions not found (1.8.1) | ==>atlasGenerateTextureTOCFromLargeJPEG("scriptsAndAssets/data/terrains/village.jpg", 3... read more | 06/11/2009 (6:20 pm) |
| Atlas functions not found (1.8.1) | and here is the latest console.log with the information relevant to the scripts: ==>atlasOld... read more | 06/11/2009 (6:19 pm) |