Rex's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| 6 wheeled vehicles = 20 FPS | Thanks, Tom...good things to know about art and draw calls. I know your time is valuable; is it p... read more | 11/14/2009 (5:33 pm) |
| Dsq: Blends & 'root-pose | Ah, yes, this is exactly what we had to work around with RUIN Online...it will probably need Source ... read more | 11/08/2009 (5:40 pm) |
| Dsq: Blends & 'root-pose | Might be some oddity with the AFX system?? I've never really had any issue with rendering the bod... read more | 11/08/2009 (3:23 am) |
| Dsq: Blends & 'root-pose | ah...gun moving, no body; now in this player's datablock try looking for [code]renderFirstPerson = f... read more | 11/06/2009 (7:22 pm) |
| nonblend DSQ trouble | The ActionThread is the 'issue' here, I believe. They take precedence; always. I believe it a thro... read more | 11/06/2009 (2:43 pm) |
| Can you have more than one IFL animation? | It can be tricky, but I have gotten multiple IFL animations in a single object. It comes down to ho... read more | 11/05/2009 (1:32 pm) |
| Dsq: Blends & 'root-pose | In the weapon datablock, [code]datablock ShapeBaseImageData(CrossbowImage) { // Basic Item prop... read more | 11/04/2009 (6:28 pm) |
| Are DSQTweaker and The Animations Mega Pack vol. 1 good for my project | [quote]If we buy The Animations Mega Pack vol. 1 will you provide suport if we have problems adaptin... read more | 11/04/2009 (3:29 am) |
| Headshots | box_Percentage..... of Player datablock.[code] // Damage location details boxNormalHeadPercenta... read more | 11/04/2009 (1:33 am) |
| Are DSQTweaker and The Animations Mega Pack vol. 1 good for my project | Thanks for the interest, Luis! DSQTweaker will edit existing DSQ files; it will not generate any ... read more | 11/04/2009 (1:27 am) |
| M.A.C.K. and 3ds Max | David, I haven't received your invitation to join your Contact list...perhaps send me an email, so I... read more | 10/31/2009 (11:24 am) |
| M.A.C.K. and 3ds Max | David, I've got a 'working' copy constructed. I did it this morning over coffee before I headed out... read more | 10/29/2009 (3:58 am) |
| M.A.C.K. & F.A.C.K. on T3D... | Yes, the DTS shapes and the DSQ libraries are standard 'Torque' file formats; the issues arise with ... read more | 10/29/2009 (3:53 am) |
| M.A.C.K. and 3ds Max | I'll look into providing another Source file format; probably FBX or Collada. May contain a few ext... read more | 10/28/2009 (5:26 pm) |
| Character (AIPlayer) costume modification | Eddy, probably the 'best'/easiest approach might be to edit the Milkshape3D Source file included wit... read more | 10/27/2009 (2:00 am) |
| M.A.C.K. & F.A.C.K. on T3D... | The kits do not work 'out of box' for T3D, with it's stock "mesh hiding" features. We, ... read more | 10/27/2009 (12:13 am) |
| Milkshape exporting error. | Limit your mesh Groups to a poly count of under 10,000 Triangles. This may mean you need to Regroup... read more | 10/23/2009 (2:26 am) |
| MACK customization | Thanks, Novo, :)! Have you deleted your pref.cs files? Try that.... read more | 10/22/2009 (6:16 pm) |
| Exporting Finger animation | @OD:Split your geometry up into groupings of no more than 10,000 Tris [b]each[/b]...this is the limi... read more | 10/11/2009 (11:40 am) |
| dts plus export option | DTSPlus! is a more feature full exporter, written by Chris Robertson. DTSPlus! will generate a DSQ ... read more | 10/09/2009 (10:04 am) |
| [Fixed]Vehicle CollisionBox Shadow Problem | Give your object multiple LOD's, ya, try that. I found the Combat Starter Kit codebase to operate... read more | 09/26/2009 (8:27 pm) |
| Problem exporting in Houdini with AutoRig | I found the 'AutoRig' toolshelf to not work well with the Torque ROP. By it's nature, the AutoRig... read more | 09/22/2009 (2:42 pm) |
| My Insight to the T3D Situation | ...sorry to 'chime' in; hardly ever do on a Thread such as this. To start; I think you all know m... read more | 09/21/2009 (6:24 pm) |
| Have 3 DTSfiles - Different LODs - how to combine? | # singleton TSShapeConstructor(CastleGateTSSC1) # { # baseShape = "./castle_gate_1.dts... read more | 09/17/2009 (4:03 am) |
| Have 3 DTSfiles - Different LODs - how to combine? | Yes, it has been quite some time since I looked at at 'T3D' Project Tree... It seems to have ch... read more | 09/17/2009 (3:55 am) |
| Have 3 DTSfiles - Different LODs - how to combine? | Start with the pathing....don't reexport art until the last resort! Let's get this solved...!!... read more | 09/17/2009 (3:30 am) |
| Have 3 DTSfiles - Different LODs - how to combine? | Sure....I don't keep art I've helped with for any reason beyond educational. I'll take a lookie-loo... read more | 09/17/2009 (3:19 am) |
| Have 3 DTSfiles - Different LODs - how to combine? | Can you provide the DTS shapes to evaluate?? Yes, I would tend to agree, with the assessment on t... read more | 09/17/2009 (2:53 am) |
| Have 3 DTSfiles - Different LODs - how to combine? | Thanks, Chris...Threads like this are very helpful, indeed. [quote]The 'link' if you like between... read more | 09/15/2009 (1:37 pm) |
| Have 3 DTSfiles - Different LODs - how to combine? | Could it be because you have the datablock 'name' differing from the singleton 'name'??? What about... read more | 09/14/2009 (6:36 pm) |
| Experienced animator for TGE needed now | rex@brokeassgames.com || BL_Rex@hotmail.com on Live!Messenger Let me know what you need....we, Br... read more | 09/10/2009 (4:08 pm) |
| Milkshape Camera Bug D: | I have found that scaling is tricky; especially vehicles,as they're a combination of art and scripti... read more | 09/01/2009 (4:30 pm) |
| stock torque character rig | @Andy: DSQTweaker will not reorient a skeletal rig[dts] or build one, it edits existing DSQ files. ... read more | 08/25/2009 (7:28 pm) |
| Enemy vehicle mesh damage | You would need to 'embed' or 'preload' the sequences into the vehicle, yes' most exporters will allo... read more | 08/20/2009 (9:40 pm) |
| Enemy vehicle mesh damage | I believe you need to make a VISibililty animation sequence with the 'perfect parts' being in a nonr... read more | 08/20/2009 (12:47 am) |
| Problems exporting materials in Houdini | In you SHOP network[or a SHOP Node], drop a Torque Shader Node...bottom of the list. Without this '... read more | 08/17/2009 (4:45 pm) |
| AnimationDone | I think that's a callback that fires when a call to playThread is finished, not sure if it works wit... read more | 08/14/2009 (10:12 am) |
| Need help creating an "attacking bot" | Yes, I have that book as well, and I found those AI to not aim extremely well and with a few, things... read more | 08/11/2009 (12:12 am) |
| Looping Rotating Model | That code will not work, as this Artist sees it... You are using a 'Global Variable' to increment t... read more | 08/11/2009 (12:04 am) |
| Need help creating an "attacking bot" | Search for the AIGuard Resource; it has player finding and attacking functionality. It sounds like ... read more | 08/10/2009 (12:37 pm) |
| Melee AI Guard | The Advanced Character Kits [Male & Female] can be found here: [url=http://www.garagegames.co... read more | 08/04/2009 (1:22 pm) |
| Many Models, 1 Animation | Animation files[DSQ] are loaded into DTS shape via a datablock construct: the TSShapeConstructor. ... read more | 07/27/2009 (12:23 pm) |
| Double Tank Help Needed | ...run a trace(1); to find out the calling sequence, something is just...wrong. I would see that al... read more | 07/25/2009 (10:57 am) |
| cached.dts not opening in showtoolpro | I 'think' Levels Of Detail are 'working' in T3D, so yes; you could visualize your LOD's inside the e... read more | 07/23/2009 (10:04 pm) |
| cached.dts not opening in showtoolpro | I believe the cached.dts is beyond version 24, which is what ShowToolPro is capable of reading. 'Mo... read more | 07/23/2009 (1:18 pm) |
| Doorway collision doesn't work | 2.7.3 and Ms3D 1.8.4 seem right, you'll need to name the meshes as the Exporter documents show. Hav... read more | 07/21/2009 (9:36 pm) |
| Doorway collision doesn't work | Sounds as though you are using the 'stock' DTS exporter, written eons ago.... Search for DTSPlus!... read more | 07/21/2009 (12:44 pm) |
| Questions about head/headside animation and mount points | The 'magik' is in the sequence 'name', and the type of sequence; not the nodes controlled[lest they ... read more | 07/20/2009 (5:25 pm) |
| Animated Projectiles with Bones | Activate, I think[if I remember correctly], is when the projectile appears, and the Maintain, is use... read more | 07/08/2009 (3:27 am) |
| Can I create a DataBlock within a Function? | Have you looked into the ScriptObject and ScriptGroups?? They may help...they allow for the creatio... read more | 07/04/2009 (2:22 pm) |