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Matthew Durante's Forum Posts

Thread Post Date Posted
Constrain dts planes to Casters Hands What you want to do is set the second position constraint (posConstraint2) to the target object, the... read more 10/19/2008 (12:44 am)
Reveal zodiac glow(not glowing) Sorry for not getting back to you earlier. First off, does the zodiac appear at all? Give "MGG_Z... read more 10/15/2008 (5:02 am)
Reveal zodiac glow(not glowing) Your effect wrapper, "MGG_Zode_Reveal_EW", has a different effect specified than the one you've defi... read more 10/14/2008 (7:20 pm)
Lightning effect Ian, Lightning is always tricky, and I've never done anything that matches the high-quality effec... read more 09/18/2008 (9:57 pm)
Wall of Fire request [quote]As you can see, the flames position would not change, only their height (or what I assume wou... read more 08/12/2008 (7:17 pm)
Wall of Fire request [quote]What I'd like is to create a "wall" of fire that essentially connects the points of what is n... read more 08/12/2008 (7:08 pm)
Wall of Fire request [quote]Could we do something along the same lines where the 2 nodes Left to right were hardcoded bas... read more 08/12/2008 (6:48 pm)
Wall of Fire request Although you could use a path particle emitter for a wall, I suspect you'll have a tricky time updat... read more 08/12/2008 (3:43 pm)
Setting up Microsoft Visual C++ 2008 Express Steven, > Did you set the _WIN32_WINNT variable in step 4? I didn't get those errors on either bu... read more 07/29/2008 (5:42 pm)
Setting up Microsoft Visual C++ 2008 Express On the above, all the errors seem to be in MSWIN32 code. Only TGBGame and TorqueGameBuilder fail to... read more 07/28/2008 (1:25 pm)
Setting up Microsoft Visual C++ 2008 Express Here's a sampling that I think captures everything interesting: 2>------ Build started: Project: ... read more 07/28/2008 (1:20 pm)
Setting up Microsoft Visual C++ 2008 Express Thanks for this. Just an FYI though, I was only able to compile TGB using the VC++ 2005 projects.... read more 07/28/2008 (1:36 am)
Fireworks code request Fireworks are still in the works, but they'll definitely require AFX 1.2. No promises though. Stay... read more 07/05/2008 (4:11 pm)
Long time no blog... [quote] One more suggestion: how about the ability to specify non-rectangular shapes for our objects... read more 06/24/2008 (7:04 pm)
AfxParticleEmitterDiscData w/ afxPathData Jay, The short answer to your question is that, depending on what you're exactly trying to achiev... read more 06/12/2008 (9:23 pm)
PhysX MagicMissle > Well, this is the part where I hope Jeff jumps in: FYI Jeff's on vacation until early next week... read more 01/30/2008 (12:19 am)
Pulsing afxSelectron? > My only complaint is that oscillate only uses a sine wave, you can't pick other modulation functio... read more 01/25/2008 (7:32 pm)
2D artists needed, where do they hang out? Http://www.conceptart.org/forums/index.php -- is one option.... read more 12/21/2007 (5:29 am)
FlameThrower? Actually I'm out to lunch (Quizno's) in just a few minutes, and I'll think about this some more, but... read more 12/12/2007 (6:11 pm)
Forums at AFX Tell my mother I love her! Buy my crap on ebay!... read more 11/13/2007 (4:04 pm)
Forums at AFX Wait... I... NO!... read more 11/13/2007 (4:03 pm)
Forums at AFX There are a few top secret forums. It's very highly classified stuff going on. If I say more...... read more 11/13/2007 (4:02 pm)
Turn to face: aim constraint? spin? Hmmm... Well, I don't know how to actually make the caster do this, but it can be done with compone... read more 10/17/2007 (6:35 pm)
Couple newbie questions... For starters, try modifying an afxMagicMissile datablock, setting "isGuided" to false. Now the miss... read more 09/29/2007 (10:54 pm)
Fireball not showing Derek, I'll go through the process of copying the FB particle emitter and hopefully you'll catch ... read more 09/03/2007 (8:45 pm)
Explosion - Energy Bolt Combo Looking like a good start! I like the green energy bolt... - Matthew Durante... read more 08/28/2007 (3:18 pm)
Putting an arch on a spell projectile Derek, Using your values I've only had success getting what you want when the missile is unguided... read more 08/27/2007 (11:07 pm)
Putting an arch on a spell projectile I should add that this makes the projectile behave ballistically, and you have a much smaller chance... read more 08/27/2007 (9:05 pm)
Putting an arch on a spell projectile Derek, I did this as a modification to the afxMagicMissileData in Great Ball of Fire to see if I ... read more 08/27/2007 (9:00 pm)
Sword trace effects Looks great! Do you have multiple emitters placed at different points along the sword?... read more 08/23/2007 (9:46 pm)
Sword trace effects Is it possible to trigger the effect based on the current animation sequence playing on the sword-be... read more 08/23/2007 (5:07 pm)
Swinging Rope Effect My experience is mainly with wrestling Maya dynamics to get decent, non-elastic hair-styles -- all b... read more 08/14/2007 (5:00 pm)
A simple ShockWave...? DALO, Expanding on what Jeff said, if you want a shock-wave effect that doesn't conform to the te... read more 07/26/2007 (4:14 pm)
JetPack Effect That's just what constraints are for! Definitely do-able. For a good example, take a look at sf_... read more 07/12/2007 (5:48 pm)
Is having Multiple Effects in a wrapper possible? This should work. Think of the mooring as the "parent" of the particle emitters, from which they re... read more 06/28/2007 (4:38 pm)
Disabling contraint updating Woops. Adding delay to Freeze was going to be our big development secret. Now it's out there...... read more 06/12/2007 (2:19 am)
Disabling contraint updating The simplest thing to do is create a Freeze transform modifier, which does just what you describe: ... read more 06/11/2007 (11:12 pm)
Sword trace effects Hmmm... If you're thinking the kind of smooth gradient that follows a character's sword, the kind... read more 06/02/2007 (3:31 am)
AFX Spell-Design Blogs Update posted today: [url=http://www.garagegames.com/blogs/34324/12971]AFX Spell-Design Blog #4 (Chi... read more 05/29/2007 (7:27 pm)
Completely Baffled... Generally when I see particles flashing on-and-off like that, I think bounding-box issue. Are you f... read more 05/16/2007 (10:08 pm)
MagicMissiles guidance Thanks bank, hopefully that's the problem...... read more 05/16/2007 (4:49 pm)
MagicMissiles guidance I'm curious about this call on the client-side: [code]commandToServer('cast_spell', %target);[/code... read more 05/16/2007 (4:16 pm)
MagicMissiles guidance One thing that strikes me as odd is 'primaryTargetTypes = $pref::AFX::missileCollisionMask;' in "Rop... read more 05/16/2007 (3:31 pm)
MagicMissiles guidance Usually this happens to me because I forget to specify a target in my afxRPGMagicSpell datablock: ... read more 05/16/2007 (2:40 pm)
AFX 1.0.1 Preliminary Change Notes Arcanor & Edward, Jeff's on vacation this week and part of next, and these are questions I can't ... read more 05/15/2007 (7:35 pm)
3D paths question If memory serves, rather than dynamically updating a path to track a target and set the missile's co... read more 05/07/2007 (7:00 pm)
3D paths question You can certainly constrain other effects to the missile during the Delivery phrase, and these in tu... read more 05/07/2007 (6:39 pm)
AFX Spell-Design Blogs Update posted today: [url=http://www.garagegames.com/blogs/34324/12754]AFX Spell-Design Blog #3 (Fir... read more 04/20/2007 (6:36 pm)
Avalanche Effect Jay, It's a little tricky to visualize what you have in mind, but I can give a few pointers with ... read more 04/12/2007 (4:30 pm)
Electric discharge effect, need to code new effectData class? You seem to be looking for a procedural lightning effect generator, but offhand I'm not even sure wh... read more 03/28/2007 (3:09 pm)
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