Rex's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Mocap files for Horses | Google: Horse Mocap Files... read more | 03/06/2010 (10:26 pm) |
| how are footprints triggered in stock TGE ? ie mShapeInstance->getTriggerState() | The triggers are set in the DSQ file, used by the DTS shape and created by the DCC and exporters us... read more | 02/27/2010 (4:16 am) |
| unit turned backwards - how to rotate the model or such for exporting | I don't know of any 'simple' way to do this in Ms3D, other than to recreate the rig and rebind/weigh... read more | 02/12/2010 (10:04 am) |
| Help with export Physx from Max | Ggaaaa....T3D needs a 'scripting' solution for physics primitives; bottom line....!!! Make physics ... read more | 02/10/2010 (11:44 pm) |
| multiple animations in one dsq file | [code](snip)TSShapeInstance::getKeyframeCount(snip)[/code]-actual line of Source edited...or here[co... read more | 02/04/2010 (8:36 am) |
| multiple animations in one dsq file | I'm not 'too' surprised, as the 'per'sequence data is stored in the DSQ, 'name' being one of them, a... read more | 02/03/2010 (8:49 pm) |
| How to call animation in crossbow.cs? | You need to setup the 'Visibility'[Frame# & Alpha level] of the mesh in question in the 'Meshes'... read more | 02/03/2010 (5:36 am) |
| multiple animations in one dsq file | I imagine, I could split up the sequences fairly easily and quickly...for a 'one time fee' or code s... read more | 02/02/2010 (7:10 pm) |
| 2010 IRC Hour Discussion | Thanks, didn't get home til it was 'officially' over.... read more | 01/23/2010 (10:09 am) |
| Animations | It shouldn't matter....just remember that when that option is checked, only the selected bone/node g... read more | 01/17/2010 (6:38 pm) |
| Animations | The 'armThread' assignment is in the weapon's datablock. You can animate, as you would normally, ... read more | 01/17/2010 (6:20 am) |
| Animations | [url=http://pages.sbcglobal.net/rexpiscator/_wsn/page9.html]Something[/url] like this..?? Also, r... read more | 01/16/2010 (11:47 am) |
| Export Character for 3ds max 2009 to dts -issue with root Z level & mount nodes | Yes, using a 'control' type object[stock SDK asset] to prototype and see how things function is a go... read more | 01/08/2010 (9:27 am) |
| Export Character for 3ds max 2009 to dts -issue with root Z level & mount nodes | Borked = ruined, destroyed, IE not having the origin where you placed it in your modeling program; a... read more | 01/07/2010 (6:35 am) |
| Export Character for 3ds max 2009 to dts -issue with root Z level & mount nodes | All the data concerning the two asset formats[DTS & DSQ], 'should' be in the Source Code of all ... read more | 01/06/2010 (10:38 am) |
| Feel free to post show-off threads here! | Cookies! LOL, old 'movie term' there.... Now, on the 'Stage'; we call them 'Gobo's..... as in th... read more | 01/03/2010 (7:27 am) |
| Colliding with mounted objects: solved (I think) | I nominate Daniel for Associate Status! I really enjoy your Threads and Postings, Daniel. You se... read more | 12/21/2009 (9:22 am) |
| Collision Mesh and LOD | Use one collision setup for the entire DTS shape, regardless of LOD's. I also remember for the Co... read more | 12/21/2009 (9:16 am) |
| [paid] Small one time job converting character model to Torque | I can add the nodes to your DTS shape, shouldn't mess up your animations at all. rex@brokeassgame... read more | 12/13/2009 (5:53 am) |
| Houdini for use with Torque | Tony, it would be great if you could document the process for successful use of the autoRig toolset ... read more | 12/03/2009 (8:44 am) |
| Question on the 500 MC Animation Pack | Thanks, Rene! The MegaPack of Animations contain DSQ's that work with a specific skeletal rig: K... read more | 11/24/2009 (9:03 am) |
| 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 (9:33 am) |
| 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 (9:40 am) |
| 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 | 11/07/2009 (7:23 pm) |
| 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 (11:22 am) |
| 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 (6:43 am) |
| 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 (5:32 am) |
| Dsq: Blends & 'root-pose | In the weapon datablock, [code]datablock ShapeBaseImageData(CrossbowImage) { // Basic Item prop... read more | 11/04/2009 (10:28 am) |
| 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 | 11/03/2009 (7:29 pm) |
| Headshots | box_Percentage..... of Player datablock.[code] // Damage location details boxNormalHeadPercenta... read more | 11/03/2009 (5:33 pm) |
| 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 | 11/03/2009 (5:27 pm) |
| 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 (4:24 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 | 10/28/2009 (8:58 pm) |
| 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 | 10/28/2009 (8:53 pm) |
| 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 (10:26 am) |
| Character (AIPlayer) costume modification | Eddy, probably the 'best'/easiest approach might be to edit the Milkshape3D Source file included wit... read more | 10/26/2009 (7:00 pm) |
| 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 | 10/26/2009 (5:13 pm) |
| 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 | 10/22/2009 (7:26 pm) |
| MACK customization | Thanks, Novo, :)! Have you deleted your pref.cs files? Try that.... read more | 10/22/2009 (11:16 am) |
| 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 (4:40 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 (3:04 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 (1:27 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 (7:42 am) |
| 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 (11:24 am) |
| Have 3 DTSfiles - Different LODs - how to combine? | # singleton TSShapeConstructor(CastleGateTSSC1) # { # baseShape = "./castle_gate_1.dts... read more | 09/16/2009 (9:03 pm) |
| 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 | 09/16/2009 (8:55 pm) |
| 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 | 09/16/2009 (8:30 pm) |
| 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 | 09/16/2009 (8:19 pm) |
| 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 | 09/16/2009 (7:53 pm) |
| 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 (6:37 am) |