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Chris Haigler's Forum Posts

Thread Post Date Posted
Destructable Tress, how should i do it? For hiding/showing the tree "submeshes" you'd use setMeshHidden(). Let's say you have a... read more 02/09/2012 (10:49 pm)
Destructable Tress, how should i do it? Depending on how realistic the destruction needs to be, I'd probably go with a combination of things... read more 02/09/2012 (10:09 pm)
Advanced Script error(fixed) You can have many more than 3 comparisons in an if statement. In fact, I'd be surprised if there's a... read more 02/02/2012 (9:31 pm)
i am using torque constructor and i find it a hard tool to use i will explain what i mean in body Constructor isn't designed for things like that. It's meant to be used to build convex shapes, typic... read more 02/01/2012 (1:43 pm)
Inheritance Map About the closest thing you'll find is: http://docs.garagegames.com/torque-3d/reference/classGameBas... read more 01/23/2012 (12:57 am)
Material swaps You've got a few options here assuming your switch mesh is currently only using a single texture for... read more 01/21/2012 (12:34 pm)
Max number of AI and connections? It's hard to give any estimates in this case because it'll depend on what changes you've made to the... read more 01/19/2012 (7:20 am)
Scheduling for a Class Yep, group the objects in some kind of container and then iterate through the container and call <... read more 01/18/2012 (9:45 am)
Question on Ghosting of players and AI's http://docs.garagegames.com/tgea/official/content/documentation/Engine%20Overview/Networking.html ... read more 01/18/2012 (8:14 am)
Create a successful bullet hit bleeding. It's just a flesh wound.... read more 01/05/2012 (6:08 pm)
yet another GUI parse error First line should also read: if(%level $= "game/data/levels/titleScreen.t2d") == is ... read more 12/24/2011 (8:33 am)
Create Math ConsoleFunction, should be easy? Try: %angle = mFmod( %deg, 360.0 ); ... read more 12/10/2011 (2:36 pm)
Tribes 4 is Torque? I don't think I'd call T2 dumbed down, it was just closer to the original Dynamix vision. The old re... read more 12/09/2011 (10:26 am)
Tribes 4 is Torque? No, it's running off of a modified version of Unreal Engine 3. Starsiege: Tribes used the Darkst... read more 12/09/2011 (6:10 am)
Callback only returns "244" instead of a vector. How is the onInteractionHit method defined in TScript? It should be something similar to: functi... read more 12/01/2011 (7:57 pm)
Syncing Classes between Server and Client What's the exact error that's thrown when it crashes? Does the game run correctly when connecting... read more 11/21/2011 (8:30 am)
GUI Resolution This (old) post does a decent job of explaining the basics: http://www.garagegames.com/community/blo... read more 10/30/2011 (12:32 am)
Scaling a water block WaterBlocks can be scaled the same as (most) other objects. Select the waterblock and either change ... read more 10/27/2011 (10:52 am)
I spent six hours this morning trying to get TorqueScript to do ~anything~ with the camera... You can drop Camera objects into the world via the editor (Library tab -> Level tab -> Level f... read more 10/23/2011 (3:40 pm)
spherical raycast? or equivilant? Not a problem. Incoming examples! Let's say your player was at a location of (0, 0, 0) and you wa... read more 10/22/2011 (3:38 pm)
Question on the schedule function schedule(50, 0, playerShip::updateMovement) throws a parse error because you can't pass in a class m... read more 10/21/2011 (7:56 pm)
spherical raycast? or equivilant? initContainerRadiusSearch() in TScript or initRadiusSearch() in C++. ... read more 10/16/2011 (2:58 pm)
T3D 1.1 Bug collision First Person, I look in the walls, and shoot inside - NOT A BUG Both 'bugs' are really issues with your art: 1). Looking 'into' walls in first person mode isn't ... read more 10/13/2011 (8:28 pm)
T3D 1.1 Final - Player can "climb" certain edges What's the boundingBox and maxStepHeight set to in the PlayerData datablock?... read more 09/10/2011 (4:36 pm)
Help with the default player Yep. I would create the skateboard as a WheeledVehicle and then mount an actual Player onto it. You'... read more 09/10/2011 (4:33 pm)
How do you setup a flexible datablock? As I said in your other thread, datablocks are designed to be static blocks of data that are referen... read more 09/05/2011 (5:49 pm)
My ultimate datablock questions. Q1. Are datablocks immutable? A1. Typically, yes. Datablocks are meant to be, well, blocks of st... read more 09/01/2011 (8:19 am)
How to automatically refresh scripts in world editor? The 'staggered' creation effect you're seeing is caused by the engine ghosting the objects to your c... read more 08/30/2011 (9:05 pm)
How to automatically refresh scripts in world editor? Any objects you create that you want to save (or show up in the Scene Tree) need to be added to the ... read more 08/30/2011 (12:55 pm)
Torquescript classes: what and how? You can use ScriptObjects as pseudo-classes but, as Ted said, trying to create a subclass of a C++ c... read more 08/29/2011 (8:15 am)
Roll, Pitch, and Yaw of a camera Just a quick attempt at T3D-ifying the GetEulerAngles function. It'll compile and return a Euler but... read more 08/23/2011 (11:39 pm)
Animation system help You may be able to do it with the player's playThread or setActionAnimation methods. The tricky part... read more 08/23/2011 (8:42 am)
Animation system help This is handled in the engine (in C++). The player class looks for specific animations (like 'run') ... read more 08/23/2011 (8:14 am)
setThreadDir not working - LOGGED Looks like this one slipped through the cracks. Instead of changing the animation direction, setThre... read more 08/21/2011 (1:39 pm)
Adding FXAA to T3D - Live Blog! Great stuff, Tom. Should be a nifty improvement to T3D.... read more 08/19/2011 (7:57 pm)
Quick question, uncapping playercount I'm not exactly sure what would happen. The servers may not show up at all in the list.... read more 08/17/2011 (9:26 pm)
Quick question, uncapping playercount $pref::Server::MaxPlayers is capped at 255 (or, rather, serverQuery.cpp will only handle a maxPlayer... read more 08/17/2011 (8:35 pm)
Full Engine coding ? Going full-on C++ is possible but it's not inherently more secure than TorqueScript and it does have... read more 08/02/2011 (9:32 am)
Mesh stops rendering There may be an issue with either the size of the bounding box or it's position relative to the stai... read more 07/20/2011 (12:05 am)
Vehicle Physics Accurate vehicle-to-vehicle and vehicle-to-player collision responses are something the RigidShape-b... read more 07/19/2011 (11:41 pm)
In-Game Image coloration, how? You might be able to make use of GFXDrawUtil::setBitmapModulation() which changes the modulation col... read more 07/16/2011 (5:35 pm)
AntiAliasing and Advanced Lighting There are a couple params you can tweak in MLAA.cs that might improve the results. Look for: lumaCoe... read more 07/14/2011 (10:54 pm)
AntiAliasing and Advanced Lighting MSAA can't be used with Advanced Lighting due to the way deferred rendering works. I believe 1.1 Fin... read more 07/14/2011 (8:36 pm)
Help about pick up weapon and shoot with they I would take a look at the Full Template or the FPS Example that comes with T3D to get a better idea... read more 07/13/2011 (10:40 am)
[T3D 1.1 Final] More script callback argument corruption (DECLARE_CALLBACK) - LOGGED (THREED-2100) I believe this also causes issues with the onCollision callback for projectiles (ProjectileData::onC... read more 07/09/2011 (10:27 pm)
Confused at some Global Vars These are defined in the engine (C++ side). Look in moveManager.cpp, starting with MoveManager::init... read more 07/09/2011 (5:42 pm)
Blender Exporter Doesn't Work! I don't believe the Blender DTS exporter works with Blender 2.5x. You'll have to use an earlier vers... read more 06/20/2011 (10:26 pm)
A question about the price for artwork. Costs vary wildly between artists and it's fairly rare for an artist to give rates up front, they ty... read more 06/11/2011 (2:36 pm)
Flat Shading Terrain Bit of an update on this. I spent a couple of days tinkering with getSmoothNormal() but couldn't ... read more 06/04/2011 (11:03 am)
Rendering 2 different scenes from the same SceneGraph Could you not simply use another GUI (maybe a GuiObjectView?) and overlay it onto the typical playGu... read more 05/12/2011 (9:42 am)
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