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) |