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Josh Moore's Forum Posts

Thread Post Date Posted
Castle Great work on your CSG-ing there. Texturing looks good, however you may want to increase the repetit... read more 05/10/2008 (2:00 am)
Mi Pueblito "The next 2D involution Looks interesting. Good work on it, and good luck with your submission.... read more 01/11/2008 (8:46 pm)
Horses [url=http://www.garagegames.com/blogs/8239/12719]Take a look around here.[/url]... read more 01/07/2008 (1:58 am)
Multiple mounted objects & collision... ? Is there anyone with similar example scripts for a system like this? I'm honestly getting lost in th... read more 10/04/2007 (6:55 pm)
Trying to understand collision groups and layers Thanks a ton man, that really helps. Any chance you know the bit code for a NULL(no flags set) mask?... read more 09/09/2007 (1:50 am)
Running 2 instances of TGB Freaking cool, Matt, good to know. ;) PS: It's still hot as hell down here in PHX.... read more 09/05/2007 (7:24 am)
Trying to understand collision groups and layers This has informed me a bit more with the collision system; but how would one remove a mask on-the-fl... read more 09/05/2007 (6:42 am)
Collision Depth IF you're referring to distance, use the t2dVector... functions to handle the math.... read more 09/04/2007 (4:41 pm)
Attaching a shape to a camera? As I recall, the camera classes should support the use of .dts shapes in stock Torque. However, I do... read more 07/07/2007 (10:19 pm)
New Constructor plugins for testing Haven't used it yet and I'm already grinning, thanks a ton.... read more 06/24/2007 (8:45 am)
Manipulating Prefabs in Script I'm highly interested in these avenues of procedural .dif creation, if it makes in difference.. :)... read more 06/24/2007 (8:40 am)
Howto get TGEA-debug working with VS2005 For some reason my MS4.1 debug builds just won't work at all. When I try to debug, Torque gives me t... read more 11/24/2006 (2:58 am)
Shape->Shape Shadowing Then I guess I should grab the current HEAD.... read more 10/18/2006 (4:07 am)
Lightning in TSE It's been submitted for the TSE Lightning Effect bounty, but since nobody seems to of noticed, I had... read more 10/08/2006 (4:55 am)
Lightning in TSE Finaly got a stable, decent looking version of my lightning system packaged and submitted for the TS... read more 10/03/2006 (8:04 pm)
Shadow fun.. Enable the 'castsShadows' property in your sun object. Edit: It looks like shadow transparency mi... read more 09/26/2006 (10:42 am)
Shape->Shape Shadowing Oh, I see now, I didn't actualy read much of this thread before posting. My mistake. Definetly so... read more 09/26/2006 (10:40 am)
Shape->Shape Shadowing Definetly cool stuff, I hope this isn't an add-on type thing though.... read more 09/25/2006 (6:15 am)
C++ schedule method?. [quote]Or if you're lazy like me. [code]Con::executef ( 4, "schedule", 1000, 0, "function" );[/co... read more 09/19/2006 (10:11 pm)
SetBitmapModulation not working in TSE This should probably be in the private TSE forums.... read more 08/25/2006 (2:50 am)
Lightning in TSE Here's another update on my TSE lightning system for anyone that's interested... I'm on the 4th o... read more 07/22/2006 (6:44 pm)
MS 3.5) Glow + Translucent Material Not Working I am also having some issues with the new way glow is handled. Currently, only Materials can use the... read more 07/22/2006 (7:23 am)
Shader dev workfow question This resource will allow you to reload/recompile ShaderData shaders while in-game via script. [ur... read more 07/20/2006 (12:42 am)
Anyone else have these odd issues? Just to clarify, he's talking about the GUI editor, not the world editor.... read more 07/03/2006 (2:34 am)
Anyone else have these odd issues? Not sure about the others, but #5 has been a problem for some time now.... read more 07/03/2006 (1:04 am)
TSE "Milestone 3.5" Update Works great for me, too. Also using VC7 and XP home.... read more 07/03/2006 (12:20 am)
Triangle strips and custom shader problems Nevermind about this, I figured out what I was doing wrong: It turns out that you have to have GFXV... read more 06/28/2006 (1:59 am)
Lightning in TSE I finaly have an update for you guys with my work on the new TSE lightning system. I was able to wri... read more 06/19/2006 (9:00 pm)
Pertinent to TSE? Mostlikely.... read more 06/12/2006 (10:44 pm)
GuiCheckBoxCtrl assistance, please. So it is a TGE / 1.4 issue. I posted about this with the bug pointed out on the TSE forums not even ... read more 06/12/2006 (9:35 pm)
Oblivion Re-Rated by ESRB This video game censorship bandwaggon is going too far, hopefully someone will put an end to this id... read more 05/07/2006 (12:31 am)
Implemented Swimming/But Why Isnt This Working Why not just use the built in ShapeBaseImage 'is wet' state check? I'm not sure if it works in TSE, ... read more 05/05/2006 (10:17 am)
FxFoliageReplicator wishlist Wow, that looks great Tim. Are these .dts trees or billboards? Honestly, I didn't think TSE could ev... read more 05/05/2006 (10:04 am)
FxFoliageReplicator wishlist This post got me interested in working on a more advanced type of foliage replicator like you descri... read more 05/04/2006 (4:41 pm)
Complicated Reload System I am using 1.4 and those [i]are[/i] completely valid in my codebase. After a quick look at the so... read more 05/04/2006 (3:58 am)
Different pose for different weapon Hehe, I didn't read any of the recent posts, I just assumed these guys were having problems with the... read more 05/03/2006 (5:03 am)
Complicated Reload System Ok, fixed the bug and made the whole thing [b]alot[/b] cleaner (IMO). It now uses a NetEvent class t... read more 05/03/2006 (4:44 am)
Different pose for different weapon All I can say is that I use the method I posted in my game and it works great: [url]http://static... read more 05/03/2006 (3:41 am)
Complicated Reload System Wow. I can't believe I didn't realise what I was doing with the networking when I wrote that. Thanks... read more 05/03/2006 (2:01 am)
Spuratic Rate of fire I've also seen this problem. It probably has todo with either the shapeBaseImage system, or projecti... read more 04/29/2006 (5:50 pm)
Open Source Possible? I don't think that is totaly correct, Alex. IIRC, you cannot release any uncompiled source code/scri... read more 04/25/2006 (3:31 am)
Outline Shading Issue Very impressive, David!... read more 04/25/2006 (2:32 am)
Complicated Reload System I noticed this too before I posted the resource. I just assumed the packet was getting lost therefor... read more 04/21/2006 (9:28 pm)
Different pose for different weapon Yes, use setArmThread. I call it in the image onMount callback like this: [code] function Weapon... read more 04/20/2006 (7:04 pm)
TSE 1.0 Release Date Challenge I know exactly when TSE will be out of EA: When it's done! Seriously though, my guess is mid... read more 04/20/2006 (3:02 am)
Parallax Shader [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=36211]You can get a different one her... read more 04/17/2006 (4:57 am)
TSE Particles Not Rendering This should be posted in the private TSE forums.... read more 04/17/2006 (1:26 am)
Renderfirstperson = false, but still does it Glad it somewhat-works.... read more 04/15/2006 (11:07 pm)
Renderfirstperson = false, but still does it Should be a trivial thing to fix, just take a look at the Player rendering methods. Actualy, gi... read more 04/15/2006 (7:35 pm)
Brainstorming - Suggested props for an evil wizard stronghold Take a look at some of the many evil Oblivion dungeons/scenes and you'll find all this stuff and mor... read more 04/15/2006 (3:25 pm)
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