Game Development Community

TerroX's Forum Posts

Thread Post Date Posted
Spring sequences in Wheeled vehicles, not working Hey wow, it was me doing it wrong. This is how to do it, Link the hub node to the dummies you... read more 04/08/2002 (9:09 pm)
Shoreline Effects ... i'm pretty sure a particle effect could be created with that v shape, i have done stuff that like a ... read more 04/06/2002 (8:17 pm)
Shoreline Effects ... oh, you can place textures at set heights in the terrain editor easily ,so if you set the water leve... read more 04/05/2002 (10:03 pm)
Shoreline Effects ... no shorelines in T2. What it needs is a "thickness" to it, near the edges it should be more trans... read more 04/05/2002 (7:12 pm)
Lights! they were going to be in tribes 2 but T2 doesn't use any of its lights code.. well it uses some for ... read more 04/05/2002 (5:52 pm)
Are bugs being slayed? Lots of stuff needs to be disabled when it cannot be used, although it might be just as easy to rema... read more 04/01/2002 (3:08 am)
Particle Emitters, Vehicles, and Crashes. Yo, this is an important aspect which should go into CVS =D (well anything which SHOULD work but onl... read more 03/31/2002 (6:03 pm)
Cars? you just need Dummy objects to be placed where the hubs go, called Hub0, Hub1, Hub2, Hub3 they a... read more 03/31/2002 (7:18 am)
Tim! you killed the flyers!!!! :) What is that sticking effect? I get that on wheeled vehicles when they flip sometimes the edges g... read more 03/30/2002 (8:07 pm)
GBitmap::Gbitmap: in order to extrude miplevels, bitmap w/h must I got this error when I thought it was bump Mapping but it was actually the same time I accidentally... read more 03/27/2002 (11:14 pm)
API questions (OpenAL, OpenML, PortAudio, proprietary) Here's a tip. Why not include the OpenAL drivers in the RealmWars download? Every torque thing I ... read more 03/27/2002 (5:21 am)
addMaterialMapping, what are its variables and what do they do? Hmm, doesn't want to work for me in my Torque map, I got this line [code] addMaterialMapping( "gra... read more 03/22/2002 (4:54 pm)
problem with player model put Bip01 in the never export list in your DtsScene.cfg... read more 03/22/2002 (4:17 pm)
addMaterialMapping, what are its variables and what do they do? wow that's cool. is there also any way to scale textures down? or I guess the detail map per text... read more 03/22/2002 (6:04 am)
Flying and Hover vehicles with mass Is there an example Hover.cs I can use to test my hover vheicle models? I guess I am going to have t... read more 03/21/2002 (6:14 pm)
Eye Hassles cool. So would min be the value that the force starts being over exerted and max the value where t... read more 03/21/2002 (5:09 pm)
Eye Hassles Which line and what values worked?... read more 03/21/2002 (3:26 pm)
Eye Hassles I don't have any code for a hover on me.. If I did I could whip up a hover vehicle easy I'm sure. ... read more 03/21/2002 (3:01 pm)
Eye Hassles thanks Trojke!.. he he he.. no. Hoverheight = 3; ?? There is lots of hover code in the T2 engi... read more 03/20/2002 (3:09 pm)
Eye Hassles put Eye into the Always Export list in your DTSscene.cfg file in the same folder as your .max file. ... read more 03/20/2002 (4:48 am)
Correctly animating a jump Did you uncheck the Ignore Ground Transfor option in the sequence object? Ignore Ground trasnform... read more 03/18/2002 (2:06 am)
Dedicated Server? Thankyou, I did not know it needed the / things.... read more 03/12/2002 (2:48 am)
Dedicated Server? Cool, didn't know it needed the full path. Now, how do I connect to a local ded server? -connect... read more 03/08/2002 (4:45 am)
Opacity problems When I export a SORT:: object I get this error. Debug error, Run-Time Check Failure#3 - the varia... read more 03/04/2002 (11:50 pm)
Opacity problems heh, this problem is quit annoying, there is some properties which should be placed in "User Defined... read more 03/04/2002 (11:37 pm)
Flying and Hover vehicles with mass I can't help, but if drag can be applied to wheeled vehicles as well to stop them launching on long ... read more 02/28/2002 (3:11 pm)
Wheeled Vehicle Update Will these wheel objects be shootable? BTW: Awesome physics compared to T2 mpb phew. I am going to ... read more 02/27/2002 (2:22 am)
Holes in meshes Isn't there a way to adjust the unit scale in max to make working with sizes less coarse? (good word... read more 02/24/2002 (5:01 am)
Placeing Vehicles Inside Vehciles Shape collision boxes cannot be hollow - that is, the shape you bump into canot have a hole in it, i... read more 02/11/2002 (10:19 pm)
Assertion failed on skin object. Applying Xform before multires is a bad idea too. That will cause an assertion error. Some meshes... read more 02/09/2002 (3:50 am)
how do I make Tribes 2 DSQ animation sequences? I dont know what -show is. I might have to assume that adding a new player animation sequence to ... read more 12/04/2001 (4:24 pm)
how do I make Tribes 2 DSQ animation sequences? Okay, will try that now. So all you need is the correctly named (as original model) biped? no mesh ... read more 12/04/2001 (7:16 am)
Renaming V12 good point, or was it that V12 was taken but V12-Engine was not taken? Or V12 Engine ?... read more 09/10/2001 (9:35 am)
Renaming V12 I dont really like SpankDog or gV1 So, how about Cube-Ed Engine (pronounced 'Qbed') Short Ver... read more 09/10/2001 (12:52 am)
Need working Assault Tank .cfg file for Max model export. (Tribe Adding extra seats was easy. But I cannot get the turret to even use a non mount10 mount point, or a... read more 07/11/2001 (8:49 pm)
Need working Assault Tank .cfg file for Max model export. (Tribe well it still wouldn't work in the game, but changing these values fixed it. (This should serve to c... read more 07/08/2001 (7:05 pm)
Need working Assault Tank .cfg file for Max model export. (Tribe Thankyou heaps for replying, so far no one has been able to help me with this stuff (maybe because t... read more 07/07/2001 (7:01 am)
DTS Exporter And 3d Studio Max 4.x? It is impossible to work out how to implement mount points in the .CFG file anyway.. So it's not muc... read more 07/01/2001 (1:02 am)
Page«First 1 2 3 Next»