Game Development Community

Jaimi McEntire's Forum Posts

Thread Post Date Posted
Art Packs 1. Probably wouldn't look good if you had a forest with all the same trees in it. 2. RRGTS is not f... read more 11/20/2009 (4:28 am)
Unreal Dev Kit free for non-commercial use. @Dee - I agree with most of your points, except for one. [quote] Runs like crap on hardware th... read more 11/09/2009 (7:05 am)
Performance tweak Have you tried turning off "Fullreflect" on all those water blocks? That would be the firs... read more 11/04/2009 (11:58 pm)
Torque ShowTool Pro for T3D There is also this application: [url]http://www.garagegames.com/community/blogs/view/18531[/url]... read more 10/27/2009 (12:38 am)
fxForceField, Collision Object, Walls - request for beta tester @Elvince - I've been working on another project. I'll try to put up an "official" 1.01 ver... read more 10/26/2009 (5:40 pm)
AI for fps needed @Jade: I'm available for contract work. Email me with complete details of your needs if you would li... read more 10/10/2009 (8:50 pm)
Does T3D have an non-render wall? This is done with portals and zones in T3D.... read more 10/02/2009 (7:20 pm)
¿ Best Way to Get C# Scripting With Torque? (the Unity way?) The only cross platform choice you have up there is mono. The others rely upon the .Net runtime. If ... read more 10/01/2009 (8:29 am)
Dexsoft Games Art Dexsoft makes good art, but the materials always need a lot of tweaking and manual adjustment. The l... read more 09/28/2009 (6:02 pm)
Buying textures (Arroway Textures) You may like this sites textures as well. Except they're free if you just need a few per day. ht... read more 09/15/2009 (11:45 pm)
Have 3 DTSfiles - Different LODs - how to combine? You can do this with the TSShapeConstructor. Take a look at the documentation here: [url]http:... read more 09/13/2009 (7:03 pm)
My Constructor Ignition key is not showing up If you bought ShowTool pro, then it should be on your account. For the gray box, what is it sayin... read more 09/11/2009 (8:09 pm)
LerpAlpha Question Yeah, this is an old and well documented anomaly. I keep hoping that it will be addressed before rel... read more 09/10/2009 (5:47 pm)
That sinking feeling! Oceans of GUI I've seen the same thing - When using the GUI editor, my water level rose and everything sunk. At fi... read more 09/10/2009 (4:13 am)
Zip files - What am I doing wrong? @Adrian - I hacked it into the new Resource Manager also. I created a ZipFileStream that leveraged t... read more 09/07/2009 (5:05 am)
Help - Tropical Vegetation Setup [quote]First question, I can import the .DTS object file of a palm and the trunks cast shadows but n... read more 09/05/2009 (8:23 am)
Interesting error in community/What's new I've gotten this several times also. As Mike notes, a refresh will cause it to display correctly.... read more 09/03/2009 (3:57 pm)
TGEA 1.8.1 and Horse Pack Did you get the TGEA 1.7 update? It looks like you may have an old version, or some mix of sources. ... read more 09/01/2009 (1:20 am)
$70 000 To get your game on XBox? That article is extremely misleading. I guess the guy just doesn't understand the whole process. ... read more 08/30/2009 (8:15 pm)
Isn't Blockland part of garage games? Garage Games also sells Game Engines. These Game Engines have a "logo requirement" - you s... read more 08/30/2009 (6:35 am)
fxForceField, Collision Object, Walls - request for beta tester @Scott - That's how it works now. Just put a material on it (something semi-transparent), and then s... read more 08/30/2009 (6:05 am)
Terrain Details not visible Set the detail texture on each individual terrain material instead of on the whole terrain.... read more 08/29/2009 (7:47 am)
DirectX SDK for Windows 7 with TGEA 1.8.1 @Nicolai: I have the March 2009 SDK installed under windows 7 (RTM), and everything works without is... read more 08/29/2009 (7:42 am)
fxForceField, Collision Object, Walls - request for beta tester @Michael - That's pretty good!... read more 08/29/2009 (7:36 am)
fxForceField, Collision Object, Walls - request for beta tester [quote]The forcefield looks really cool when you animate the material, especially with some sort of ... read more 08/28/2009 (10:51 pm)
fxForceField, Collision Object, Walls - request for beta tester @Picasso - Is this in relation to the slowdown? I was thinking it was something in the shaders, n... read more 08/28/2009 (6:40 pm)
More Melee Help @Kenneth - I've seen this before, it happened because the animation was not found. What I am suggest... read more 08/28/2009 (8:10 am)
fxForceField, Collision Object, Walls - request for beta tester @Steve - I'm able to duplicate this without AI, so I don't think it's the issue. It looks like somet... read more 08/27/2009 (9:57 pm)
fxForceField, Collision Object, Walls - request for beta tester @Michael - no problem, I'm adding the CastRay in right now. It's still handy to allow projectiles th... read more 08/27/2009 (7:53 pm)
fxForceField, Collision Object, Walls - request for beta tester Thanks for testing! For a translucent material, you can use this: singleton Material(ForceFiel... read more 08/27/2009 (7:27 pm)
More Melee Help Put a breakpoint in the C++ code where it is returning the error, and see why. ... read more 08/26/2009 (8:33 pm)
Beta 5 rendering issues - Porting fxForceField One more note - Glow doesn't work on translucent meshes. However, this is easy to fix. In renderBinM... read more 08/26/2009 (8:25 am)
Torque 3d And Difs Arnt Very Pretty... See those red lines? Those look like the typical "Angry red lines". If they are, then they... read more 08/26/2009 (7:43 am)
Beta 5 rendering issues - Porting fxForceField @James - Thanks, you put me on the right track. The problem is a bug in RenderTranslucentMgr. Do... read more 08/26/2009 (7:40 am)
Invisible wall @Scott - Th fxForceField will do this, if I can solve the translucent rendering problem that I'm see... read more 08/26/2009 (4:39 am)
Beta 5 rendering issues - Porting fxForceField I'm missing something - I just can't get anything to render when I'm using RenderPassManager::RIT_Tr... read more 08/26/2009 (4:37 am)
Beta 5 rendering issues - Porting fxForceField Thanks, how could I have missed that? I appreciate the response.... read more 08/26/2009 (2:22 am)
Invisible wall I have a TGEA component I made called "fxForceField". I'll see if I can port this to T3D t... read more 08/25/2009 (4:11 pm)
Looking for 3d assets [url]http://www.3drt.com/3dm/norad-stations/norad-space-stations_shots.htm[/url] [url]http://www.3d... read more 08/24/2009 (6:55 pm)
But I'm a level Designer [quote]It really pissed me off because I'm paying them money to help me craft MY career, not theirs[... read more 08/24/2009 (2:36 am)
Good place for free, downloadable DTS models? This site has free DTS files: [url]http://www.lowpolycoop.com/[/url] ... read more 08/24/2009 (1:51 am)
Argghh... @deepscratch - In my opinion, that is the worst method ever. I hope something like that never comes ... read more 08/23/2009 (7:14 pm)
Constructor don't work with Mac 10.5/Leopard - We need a fix http://tdn.garagegames.com/wiki/Constructor... read more 08/18/2009 (11:24 pm)
Built in zip protection aka compressed file support? @Matt - Great news! Thanks!... read more 08/17/2009 (5:26 pm)
Built in zip protection aka compressed file support? Has support for zip assets been fixed? This has been broken since TGEA 1.8. If it's not already fi... read more 08/15/2009 (2:18 am)
[beta5 & previous] Collision code allow the Eye and Weapons to clip through meshes @Logan The boombot has the same problem that Gideon has. Due to his shape, his eyenode is right ... read more 08/13/2009 (9:29 pm)
[beta5 & previous] Collision code allow the Eye and Weapons to clip through meshes After fixing Gideons Eye Node, I realize why the artist moved it so far forward - The model jumps ar... read more 08/13/2009 (6:35 pm)
[beta5 & previous] Collision code allow the Eye and Weapons to clip through meshes Two things: For Gideon getting too close and you can see through walls: Gideon's eye node is w... read more 08/13/2009 (6:32 pm)
plain old showtool??? It should be listed under "My Account"/"My Products"... read more 08/13/2009 (4:07 am)
YackPack and TGEA 1.8 - Two errors The "Validation required" and GlExtensions are not a problem. The only problem is the &... read more 08/12/2009 (1:21 pm)
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