Game Development Community

Josh Moore's Forum Posts

Thread Post Date Posted
Spotlight Masking Sounds like something you would have todo with a custom class.... read more 02/03/2006 (11:46 pm)
TSE History Going by the TSE page, MS 3 is already(or almost) done! :o [quote] # Milestone 3 1. Fix Ma... read more 02/02/2006 (9:07 pm)
How to Set object typeMask? I think you can also define a type mask in script, but I don't know how off hand(datablock member ma... read more 02/02/2006 (4:10 am)
New Water/Atlas Effects Wow that last shot is amazing. I [i]can't wait[/i] to play with this. If you want a "Beta" tester or... read more 02/02/2006 (3:19 am)
More realistic waters edge Looks like a very cool effect. Does the water still have reflection and how does the effect look wit... read more 01/31/2006 (11:36 pm)
Setting up Dynamic Lights You'll really want to get the Lighting Pack if you want to use dynamic lighting(and have it look/wor... read more 01/14/2006 (3:03 pm)
Animate Mounted Objects on TSTPRO I don't believe it's possible in the show tool.... read more 01/14/2006 (3:01 pm)
Projectile as a grenade. My grenades work totaly fine with stock projectiles(well... stock physics at least).... read more 01/13/2006 (11:49 am)
Hiding in the Shadows Do what Stefan said.... read more 01/12/2006 (10:26 am)
Per team player models Yes! In fact, it's extremely trivial: [code] datablock PlayerData(ActorData) { shapeName = ... read more 01/11/2006 (8:29 pm)
Merchant NPCs Nothing publicly available, sorry.... read more 01/11/2006 (3:11 pm)
Glow effect nearly invisible/drawing order issue? Am I the only one that could tell it was part of the sky box?... read more 01/11/2006 (2:26 pm)
Promotion/ad budget $0 - $25,000,000 is about the marketing budget range for most games.... read more 01/11/2006 (11:50 am)
Attention GG Employees! Is the shader engine multithreaded? TSE's new terrain engine, Atlas, is streamed from hard disk in a seperate thread.... read more 01/10/2006 (10:43 pm)
Script vs C++ code [url]http://search.garagegames.com/search?restrict=forums&ie=&q=Script+vs+C%2B%2B&site=GarageGames&o... read more 01/10/2006 (10:36 pm)
Putting player in prone position You'll want to make an extra set of arm thread animations to work with the prone position. It works ... read more 01/10/2006 (5:10 pm)
Merchant NPCs I've used it and, IMO, it's hacky and buggy. But if you have [b]no[/b] experience with Torque, I gue... read more 01/10/2006 (2:38 pm)
Glow effect nearly invisible/drawing order issue? Ah very cool. [url=http://www.syncrage.de/html/images/shots01/Clash_05_1024x768_ss.jpg]This[/url] is... read more 01/09/2006 (12:49 pm)
Flipbook animation If you just want to swap textures, then an IFL animation would be ideal.... read more 01/09/2006 (11:50 am)
Glow effect nearly invisible/drawing order issue? I don't have anything to add, but... Wow! I really like that space ship. Looks damn nice.... read more 01/09/2006 (11:42 am)
Pod Fighter Screenshots I don't see anything.... read more 01/08/2006 (11:15 pm)
Setting a variable with a schedule? Oh, right... I have a function for that, too. :) [code]// // Set object member %foo of %obj to %... read more 01/07/2006 (4:38 pm)
SetSkinName of Mounted Weapon Umm.... I posted the MountImage console method, not setSkinName. Notice the fourth variabe: "SkinTag... read more 01/07/2006 (3:22 pm)
Setting a variable with a schedule? I wrote this function a while ago(along with a number of other "helper" script methods): [code] //... read more 01/07/2006 (3:18 pm)
SetSkinName of Mounted Weapon A quick search of the source and you have your answer: [code]ConsoleMethod( ShapeBase, mountImage... read more 01/07/2006 (2:52 pm)
Climbing ladders, ropes, walls, etc. Climbing things is something that should be done almost entirely in C++; maybe have some script cont... read more 01/07/2006 (2:19 pm)
Memory Leak in particle engine Wow! I'm thinking that this could of been the cause of the 400 mb mem leak we had in our game. Pe... read more 01/06/2006 (12:30 pm)
Freeze scheduled calls You can use $timeScale = 0; to totaly stop everything going on in the game(including schedules). ... read more 01/06/2006 (11:41 am)
A curiosity... any T2D owners own TGE as well? I own both TGE and TSE. Ricky: You can only buy TSE if you own TGE right now.... read more 01/04/2006 (3:51 pm)
Despairing about TSE - not a flame Kick ass!... read more 01/03/2006 (3:56 pm)
Can TSE / TGE do relief mapping? Yes, TSE can do relief mapping: [image]http://img447.imageshack.us/img447/2861/screenshot03700001... read more 01/03/2006 (10:31 am)
Shadow class from scenobject Wow this is some awesome work, Keep it up!... read more 01/02/2006 (9:41 pm)
Configurable/Run-Time Material Gen Maybe I'm not getting this right, but I [i]think[/i] you could load these special materials in a fun... read more 01/02/2006 (9:26 pm)
Virus me think Restart your computer and see if it persists.... read more 01/02/2006 (8:39 am)
Mission selection does not switch main character It is possible to load all the directories in your main directory using setModPaths if you wanted to... read more 01/01/2006 (6:27 pm)
Tiridinaut weapons pack now 10 @Nermin: I realise you guys didn't do the TSE stuff nor have messed with TSE. I was just hoping ther... read more 01/01/2006 (5:37 pm)
Tiridinaut weapons pack now 10 Yes it's too late to buy them for $10. Does anyone know about the TSE stuff for this pack? Were t... read more 01/01/2006 (1:57 pm)
How to make swaying grass? The foliage repliactor is in stock TGE. Open the World Editor and hit F4 then under the Environment ... read more 12/30/2005 (8:11 pm)
Detecting when Mouse is over an Object... I got this functionality working in a short amount of time by basicly copying what the Editor GUI do... read more 12/30/2005 (9:44 am)
Remove 1st person $firstPerson is a boolean that controls wether the world is viewed from first or third person. Note ... read more 12/29/2005 (4:54 pm)
Tiridinaut weapons pack now 10 I've also recieved my pack. Looked at all the models in TSTP and they are impressive. Now I just nee... read more 12/29/2005 (4:16 pm)
Pathfinding libraries Phil Carlisle's .plan makes me think that. It sounds like all the tech is in place, but they just ne... read more 12/29/2005 (4:14 pm)
Pathfinding libraries Well there's a few reasons: -As a learning experience. -I enjoy AI related coding. -The AI pack i... read more 12/29/2005 (11:36 am)
Pathfinding libraries I just wrote my own A* system and navigation mesh object(in C++). But pathfinding is only one part i... read more 12/29/2005 (10:02 am)
Tiridinaut weapons pack now 10 I just orded my copy. Not sure how/where I can download it from, but it says the transaction went th... read more 12/29/2005 (9:19 am)
New Projects Here's a direct link for ya: [url]http://www.garagegames.com/index.php?sec=mg&mod=project&page=submi... read more 12/28/2005 (2:19 pm)
Grenade help No, of course not. If you look at the crossbow script, you'll see that the projectile is created in ... read more 12/28/2005 (9:43 am)
Scaling mounted weapons?? I'm sure it's going to take some source modifications, but it's totaly possible. The weapons in [url... read more 12/28/2005 (8:59 am)
Grenade help Why don't you just use the [i]Projectile[/i] class for grenades? That's what I do in [url=http://ill... read more 12/28/2005 (8:56 am)
Tge Vs Tse When you say code, I assume you mean a custom C++ class or something like that. It should port ov... read more 12/27/2005 (2:10 pm)