Luke D's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Battle of The Bots - Who would you want? | I think the different mount points are fairly arbitrary, aren't they? I mean a given mount node (sa... read more | 08/23/2004 (7:56 pm) |
| Battle of The Bots - Who would you want? | For the shoot-offable arm, make the robot model without the arm, and position mount1 at the shoulder... read more | 08/23/2004 (7:20 pm) |
| Any Docs On Pathed Interiors Patch for HEAD? | I'd love to see an example of a hinged door if you wouldn't mind sending it my way too, please. Rig... read more | 08/23/2004 (1:52 pm) |
| People selling torque on ebay !!!! | Several of this person's other auctions are dutch with quantity of nine, but then he explicitly says... read more | 08/22/2004 (3:36 pm) |
| Normal mapping | Yes, the character has some normal maps applied, but they are fairly subtle. Check the image files ... read more | 08/19/2004 (4:57 pm) |
| Huge human head in a world you can walk on. | There might still be some issues with velocities, collision-detection, etc. so it might be something... read more | 08/19/2004 (8:20 am) |
| Huge human head in a world you can walk on. | I just did a few tests with some simple static shapes, and certainly you wouldn't want this to be al... read more | 08/19/2004 (7:59 am) |
| Game Space | I use trueSpace 6.6, which is a super-set of the gameSpace product. Assuming you mean the free .d... read more | 08/19/2004 (7:20 am) |
| Huge human head in a world you can walk on. | Five minutes to walk from one side to the other (assuming default walk/run speed) is bigger than one... read more | 08/19/2004 (7:03 am) |
| Normal mapping | The TSE demo is totally stand-alone, it needs no other files, and it is running real-time. It does ... read more | 08/18/2004 (7:39 pm) |
| Normal mapping | I've only played with TSE a little outside of the demo app, but I found it quite capable and it is o... read more | 08/18/2004 (6:54 pm) |
| Normal mapping | TSE (Torque Shader Engine, which is currently offered in Early Adopter mode for a price in addition ... read more | 08/18/2004 (6:08 pm) |
| Particle Sys. Optimizations? | Melv's stuff isn't released yet (his latest stuff is in his 2D project) but the feature set is aweso... read more | 08/15/2004 (6:27 pm) |
| Particle Sys. Optimizations? | My wildest dreams are to see Melv's particle work in T2D show up eventually in TSE in one form or an... read more | 08/15/2004 (11:53 am) |
| What is the technical term for this? | I tend to run with it disabled so I don't think I've seen this, at least not with Torque. I can ima... read more | 08/14/2004 (6:08 pm) |
| What is the technical term for this? | Sounds like you are describing shearing. This tends to happen when the screen is refreshing out of ... read more | 08/14/2004 (5:57 pm) |
| Game Developer Magizine | It depends entirely on your interests. There is often a lot of theoretical discussion (e.g. abstrac... read more | 08/13/2004 (12:23 pm) |
| Creating spread on aim | There is also [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1714]this[... read more | 08/07/2004 (2:38 pm) |
| Random Level Generator Tool? | This is a fairly far-fetched idea, but depending on how the 2D D&D map-making programs output their ... read more | 08/07/2004 (11:41 am) |
| TGE Editor AddOn | The editor itself already has snap-to-grid and snap-rotation functionality (EWorldEditor.SnapToGrid ... read more | 08/04/2004 (12:54 pm) |
| Question about mapping | It appears to me more often than not people make individual buildings, streets and structures in Wor... read more | 07/29/2004 (10:15 pm) |
| A game that is 30,000,000,000 pairs of DNA in the making | At least half of what I've learned and experienced in gaming and graphics over the last 18 years com... read more | 07/29/2004 (10:04 pm) |
| Applying pathInteriors patch | Personally I'd grab a fresh copy of the source. You could potentially rewind the patch by hand (the... read more | 07/27/2004 (11:03 am) |
| Terrain horizon problems | FogDistance and fogColor represent a different fog than the three fogVolumes. I believe fogDistance... read more | 07/27/2004 (9:33 am) |
| Applying pathInteriors patch | Your patch command should be: patch -p0 < engine\pathInterior.patch The '<' is vital. You m... read more | 07/27/2004 (9:21 am) |
| On the torque indie license | The $100 gets you all source code, render engine and all. Luke... read more | 07/26/2004 (11:11 pm) |
| ... | I have one about a month old that seems to have slipped past as well. Could someone throw an eyebal... read more | 07/26/2004 (11:10 pm) |
| Re-introduction to TGE | There is support for simple bot-like functionality to some degree. The demo app in the current head... read more | 07/26/2004 (2:17 pm) |
| Help on creating a city environment | You should be able to meet your requirements fairly easily, depending on the density/detail level of... read more | 07/23/2004 (2:21 am) |
| My newbie questions | To simply place the shape in the world (i.e. not use it as your player shape, weapon, etc.) you can ... read more | 07/19/2004 (3:50 pm) |
| Neg brushes in QuArK? | Thanks for the advice. I ended up with a combination of the two which seemed to work (using the neg... read more | 07/18/2004 (8:09 pm) |
| Doors and elevators implementation question | Excellent, thanks a lot! I'm grabbing the latest head and attempting to patch as we speak. :) ... read more | 07/18/2004 (4:01 pm) |
| Doors and elevators implementation question | David, I seem to be having a problem with your email (keep getting a bounce). Would you be so kind ... read more | 07/18/2004 (1:36 pm) |
| Grid Snap in the editor? | Just thought I'd chime in (since I just found the snap-to-grid myself). Apparently (at least in... read more | 07/10/2004 (12:22 pm) |
| Getting an item to explode? | Works like a charm! In case anyone is looking to do proximity-based mines (or anything else), her... read more | 07/05/2004 (8:35 pm) |
| Getting an item to explode? | Looks like containerFindFirst as defined in gameFunctions.cc is slightly bugged. The line(approx ... read more | 07/05/2004 (12:22 pm) |
| Getting an item to explode? | Wicked, Ben. Thanks as always. :)... read more | 07/04/2004 (10:42 pm) |
| Getting an item to explode? | That's good to hear, thanks a lot for the point in the right direction. My first thought is to se... read more | 07/04/2004 (9:36 pm) |
| Getting an item to explode? | That sounds promising, Ben. :) Looking through the code for something akin to that description, I'v... read more | 07/04/2004 (8:56 pm) |
| Getting an item to explode? | Gonzo, did you have a problem with your mines appearing to float or inaccurately laying on terrain b... read more | 07/04/2004 (6:47 pm) |
| Game Space with DTS exporter 1.0 | Doesn't the demo prevent any kind of scene/object saving?... read more | 07/03/2004 (6:41 pm) |
| Game Space with DTS exporter 1.0 | I use trueSpace 6.6 for my DTS creation, which is nearly identical as gameSpace 1.5 as far as low-po... read more | 07/03/2004 (12:01 pm) |
| Animated particle textures | Howard, I think RedCore and Westy was pointing out the fact that there's no equal sign in the quoted... read more | 06/27/2004 (10:08 am) |
| TSE working with Milkshape 3d? | Does this include texture animations? Can you add an animated texture via script with TSE? Since t... read more | 06/08/2004 (9:39 pm) |
| "death1" animation sequence crashes program | Ah that works superbly, and prevents the need for recompiling the code (although it does seem odd th... read more | 06/08/2004 (9:35 pm) |
| "death1" animation sequence crashes program | At the spot in the code where the crash happens (as documented by Kurtis), there are two sets of Tra... read more | 06/08/2004 (8:18 pm) |
| Saving/Loading prefs? | Hi! Color be befuddled, but all the examples I've waded through dump the preference set multiple ... read more | 06/06/2004 (9:46 pm) |
| Neg brushes in QuArK? | I've resolved one part of my problem through brain-aching scruitiny. Apparently the QuArK hole-find... read more | 06/05/2004 (2:57 am) |